BioNova v2.0 Genesis Update (ABANDONDED)

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Ribo Zurai
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Joined: Fri Jul 03, 2009 1:47 pm

Re: BioNova v1.0 (Release)

Post by Ribo Zurai »

Fabysk wrote:
Ribo Zurai wrote:For some reason I can't get past the title screen. It says "MOUSE1 to Start" but nothing happens.
If you can not see the cursor on your screen, try moving your mouse around slowly until it appears. If it is this, I am looking into fixing it. If you do the cursor on your screen, but it still does not let you continue, I will have to look into it. It works on my end.
Ah, it appears my cursor in-game has zero speed, I tested with other mods. Does anybody know what that could be?

EDIT: Nevermind, it appears that my INI was having some trouble with cvars and I had to make a new one for the wad to properly work.
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Enjay
 
 
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Re: BioNova v1.0 (Release)

Post by Enjay »

Fabysk wrote:Private message me about this. I never took into account about players that play with an inverted mouse. I would like to see how I can improve on this so it works for both inverted and non-inverted mouse players.
If you want to discuss this via PM, I'm fine with that, but I don't think I have much more to add. Basically I (and other people, I assume) invert the mouse Y axis. I do this probably because my first mouse-controlled games were flight sims where pulling the mouse down, joystick-like, lifts the nose of the 'plane. However, in general computing, I need the mouse to behave normally. So, in something like BioNova which offers in game MLooking and a GUI, the game world should allow my inverted Y axis, but the GUI elements should behave in a normal uninverted way. I know that several mods do this, and I have come across a few in the past that weren't set up for it, but which got fixed pretty quickly when it was pointed out. So, I assume that it's just a check for the inverted status of the mouse and then some code to do the calculations differently if the mouse is inverted, but I personally don't know how to set it up.
Fabysk wrote:Try changing the hud scaling. That should fix it.
Indeed, but the point of me mentioning it is that IMO it would be better if a player didn't have to mess with their preferred HUD scale settings whenever they load up BioNova. ;)

I don't know if it is possible to work around this mod-side though. Probably not. :?:

In case it helps, here's my HUD Scaling menu and the highlighted Fullscreen HUD option is the one that makes the difference.
Fabysk
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Joined: Tue Jun 22, 2021 9:15 pm

Re: BioNova v1.0 (Release)

Post by Fabysk »

Enjay wrote: Indeed, but the point of me mentioning it is that IMO it would be better if a player didn't have to mess with their preferred HUD scale settings whenever they load up BioNova. ;)

I don't know if it is possible to work around this mod-side though. Probably not. :?:
My best guess is to use use ForcedScaling which would require for me to change the size of the HUD icons to be very small which case would require a design change to make it look good. If there is a way to have ForcedScaling set to 1 (which is what it should be), then that would be the solution.
Ribo Zurai
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Joined: Fri Jul 03, 2009 1:47 pm

Re: BioNova v1.0 (Release)

Post by Ribo Zurai »

Alright so I've made some extended testing and found out what was causing my problem. The cursor won't show up in the start screen if "Switch on Pickup" is toggled off. Just wanted to let you know.
Fabysk
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Joined: Tue Jun 22, 2021 9:15 pm

Re: BioNova v1.0 (Release)

Post by Fabysk »

In these last few days, I have been working on some quality of life additions/changes to BioNova for a minor update. Next update is yet to be announced.
Spoiler: Some patch notes for the next update
Fabysk
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Re: BioNova v1.1 (Release)

Post by Fabysk »

Version 1.1 is now available for download. You can view the patch notes at the bottom of the first post on this forum thread. This is a minor update to address a few things here and there. No new weapons, maps, or enemies of that sort, but that will be for the next update.
Someone64
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Re: BioNova v1.1 (Release)

Post by Someone64 »

Having a lot of fun with this mod. Zombies are very satisfying to kill, the gameplay is very fast paced, the gameplay systems are complex enough to be engaging but simple enough not to bog everything down. My only criticism besides lack of content especially in terms of enemy variety and maps is the feel of the gunplay. Watching enemies explode and bleed everywhere only barely makes up for how lackluster the guns feel in terms of feedback both in visuals and audio and the delay before you can fire from aiming down sights and how extreme the zoom from doing so doesn't feel very good. I do like how they look but firing them just doesn't feel all that satisfying.
Fabysk
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Re: BioNova v1.1 (Release)

Post by Fabysk »

Greetings! It's been pretty silent here. Well I am here to share what has been going on behind the scenes on the next update titled Epoch.

This update includes the following:
New Map: Elysium - A mini resort located high up in the sky.
New Enemies (Exclusive to Elysium): Wasps (Flying insects that spit acid at the player. Easy to kill) and Brutus (Large monsters that can deal massive amounts of damage to the player with its slamming radius attack. No worries, he's slow and gives a chance to escape his attack before he lands a hit).
New Player Class: Masquerade - Cloak yourself to hide from enemies and freeze time.
3 New Weapons: ARX-160 Assault Rifle, PKM LMG, and the Galil Assault Rifle.
Gold Weapon Pool Rotation
New Ultimate Weapon (Exclusive to Elysium)
Player Class Balance Changes

While these are coming in the next update, I would like some feedback on this new feature I have been working on. Though, I am not sure if it should be included
Recently, I have been messing around with CVARINFO and implemented a way to allow for player chosen music packs like in the main menu, when the round is transitioning to the next one, game over, and victory screens. With that, I expanded more to include a player card system which allows the player to display their in-game identity with player card frames, 3 personal achievements, and poses. All of these are saved player's .ini file and BioNova reads them from there.

Next, the game mode that is functioning is a Solo Ranked mode. Here, you are able to climb through 6 different ranks. Players are playing on the rules of Normal mode, but on the hard difficulty and a round cap of 20 and any map can be chosen to play on. Players earn points as they progress through the rounds with kills, total rounds survived, and a victory bonus. The entry cost to play on each rank goes up as the player progresses through them so it becomes more difficult to rank up because the player can lose points and get demoted. The players rank works with CVARINFO and is saved in the player's .ini file.

What do you think about these two additions for BioNova? Let me know what you think.
Fabysk
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Re: BioNova v1.2 Epoch Update (Release)

Post by Fabysk »

BioNova Epoch Update has arrived!

Check out the first post on this thread to get a preview of the new map Elysium
Below is the download link for the new update as well as a Google Doc for the patch notes for the Epoch Update.

Click Here To Download BioNova v1.2 Epoch Update
Version 1.2 Epoch Update Patch Notes

Hope you enjoy! :D
Fabysk
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Joined: Tue Jun 22, 2021 9:15 pm

Re: BioNova v2.0 Genesis Update (Release)

Post by Fabysk »

BioNova Genesis Update has arrived!

The first post on this thread include the map preview for Lava Fissure as well as the new game mode Blitz.
It has been a while since I last posted let alone last updated this mod. BioNova will continue to get updated and I should update this thread with screenshot of my progress so far in future updates.

As for the Genesis Update, there are A LOT of changes that can be read in the patch notes.

Click Here To Download BioNova v2.0 Genesis Update
Version 2.0 Epoch Update Patch Notes


Hope you enjoy! :D
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Ferretmanjcdenton
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Re: BioNova v2.0 Genesis Update (Release)

Post by Ferretmanjcdenton »

Hey there . Your mod is AMAZING .I played it often .
Just downloaded the genesis update and tried playing but I can continue in the load out screen .I select starting weapon ,3 extras and class but it won't let me continue.
Fabysk
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Joined: Tue Jun 22, 2021 9:15 pm

Re: BioNova v2.0 Genesis Update (Release)

Post by Fabysk »

Ferretmanjcdenton wrote: Wed Sep 21, 2022 1:06 pm Just downloaded the genesis update and tried playing but I can continue in the load out screen .I select starting weapon ,3 extras and class but it won't let me continue.
What was the exact loadout you had that prevented you from continuing? This will let me see which loadout option is preventing to continue in a match.
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Ferretmanjcdenton
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Re: BioNova v2.0 Genesis Update (Release)

Post by Ferretmanjcdenton »

What was the exact loadout you had that prevented you from continuing? This will let me see which loadout option is preventing to continue in a match.
[/quote]

Thanks for asking . It came out that somehow the first time there was a hickup somehow .I couldn't lock in the the skills and weapons to proceed .after a restart it worked .
Fabysk
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Re: BioNova v2.0 Genesis Update (ABANDONDED)

Post by Fabysk »

BioNova has ceased development. Pretty much balancing issues and ZScript learning.

More info at the top of the first post of this thread.
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