War Rooster v1.3 (20/08/2022)

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Whoah
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Re: War Rooster v1.2 (UPDATED! 01/08/2022)

Post by Whoah »

Very nice update! The new animations feel great, and the new weapons are nice and punchy. But the secret weapon unlocking method raises a question. How are we meant to unlock these in Hexen?
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StroggVorbis
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Re: War Rooster v1.2 (UPDATED! 01/08/2022)

Post by StroggVorbis »

I guess kill all enemies faster than they can respawn. Which raises the question, it might then be unintentionally possible to fulfill the criteria multiple times in the same level and grind all weapons at once.
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wildweasel
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Re: War Rooster v1.2 (UPDATED! 01/08/2022)

Post by wildweasel »

I never figured out the mouse smooth glitching on my end and I thought GZDoom itself fixed it by getting rid of the code that causes it. :shrug:
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Dr_Cosmobyte
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Re: War Rooster v1.2 (UPDATED! 01/08/2022)

Post by Dr_Cosmobyte »

Whoah wrote:Very nice update! The new animations feel great, and the new weapons are nice and punchy. But the secret weapon unlocking method raises a question. How are we meant to unlock these in Hexen?
There is an ACS script that terminates Script 255, which is the respawning script from hexen =)
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Death_Ripper666
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Re: War Rooster v1.2 (UPDATED! 01/08/2022)

Post by Death_Ripper666 »

Played the new update with the brotherhood of ruins map set, and i had to say that i am so addicted to this mod now and I am only on map 16 with all the secret weapons!! :D
Keep up the hard work. Whatever you did in this mod, you did something right! I may considered doing a playthrough soon with War Rooster and either brutal or beautiful doom monsters only.
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openroadracer
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Re: War Rooster v1.2 (UPDATED! 01/08/2022)

Post by openroadracer »

Running through WADSmooshed DooM Classic Complete, currently on E2M6, just got done with E2M9.

Damn, Cyberdemon's in for a shock when I show up to the Tower of Babel with an M202. I'm not supposed to have a BFG until E3M3, at the absolute EARLIEST, and here I have one before I'm all the way through E2.

On top of that, running around with an M3 Grease Gun, a Stoner 63 and an M60 all quick at hand gives me plenty of dakka. If I could make a suggestion, I'd certainly like to see Pistol bullets be made more common, at least from the point the player gets the Grease Gun onwards. I understand the 5.56 rifles are supposed to be the Chaingun equivalents, but the Grease Gun fits that role too.

Honestly, I still feel like the M3 should be a common spawn/drop alongside the M16, and the Grease Gun gets upgraded by being replaced by the Ingram MAC-10. I'd also like to suggest that, at least for the Stoner, Grease Gun(if you decide to add the MAC-10), China Lake and the M202, you're not able to get them until you've found the weapon they replace at least once.
Artman2004
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Re: War Rooster v1.2 (UPDATED! 01/08/2022)

Post by Artman2004 »

Do you happen to have an alternate mirror of the mod?
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Dr_Cosmobyte
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Re: War Rooster v1.2 (UPDATED! 01/08/2022)

Post by Dr_Cosmobyte »

openroadracer wrote:Honestly, I still feel like the M3 should be a common spawn/drop alongside the M16, and the Grease Gun gets upgraded by being replaced by the Ingram MAC-10. I'd also like to suggest that, at least for the Stoner, Grease Gun(if you decide to add the MAC-10), China Lake and the M202, you're not able to get them until you've found the weapon they replace at least once.
I appreciate the fact you're liking the mod so far! You actually reminded me that players who are unaware of things such as WadSmoosh won't be able to unlock the secret weapons in both Doom 1 and Heretic; I'll pin another mod in the recommended add-ons to compensate for that.

As for the MAC/Ingram, i know it was used extensively by the SEALs in the late 60's/early 70's, but the very same already brought the fact up that the MAC-10 was innacurate and ineffective unless in very close quarters. The Grease Gun, as innacurate as it also is (thanks for its cheap production value and fixed rear sights that are easy to get your zero out of) played a important part in the early days of Vietnam because that's where the USA noticed that having a 23 year old gear wasn't doing them any good =v
Artman2004 wrote:Do you happen to have an alternate mirror of the mod?
Unfortunately not. I usually recommend people to try in other browsers, but if even then you can't get to download the file, i might upload it on MEGA.
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openroadracer
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Re: War Rooster v1.2 (UPDATED! 01/08/2022)

Post by openroadracer »

Dr_Cosmobyte wrote:The Grease Gun, as inaccurate as it also is (thanks for its cheap production value and fixed rear sights that are easy to get your zero out of) played a important part in the early days of Vietnam because that's where the USA noticed that having a 23 year old gear wasn't doing them any good =v
Honestly, that combined with its low rate of fire(especially the part of your quote that I bolded) makes me think it would be even more fitting to have the MAC-10 in the mod as an upgrade to the Grease Gun. After all, it's trading out an old, outdated weapon for something newer. Just attach a note about its poor accuracy and stiff recoil; remember to control your bursts, or you don't hit anything.
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openroadracer
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Re: War Rooster v1.2 (UPDATED! 01/08/2022)

Post by openroadracer »

Apologies for the double post, but I think I ought to clarify that I haven't been using the vanilla enemies. I've been using Yholl's Rampancy with Xim's Star Wars Textures, and one thing's been bothering me. It's incredibly minor, I know, but it just sticks out like a sore thumb.

Xim uses a texture of exposed wires and circuitry in place of the blood floor flats and blood waterfall wall textures. The reason I say this is because, with War Rooster, said circuitry flats BLEED when things make contact with them.

You can imagine how that messes with the experience a bit.

Am I just going to have to fiddle with my load order, i.e. putting War Rooster before any texture mods, especially ones that mess with liquid flats? Or would it be possible to detect custom flats on War Rooster's end and let them retain their custom features?
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Dr_Cosmobyte
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Re: War Rooster v1.2 (UPDATED! 01/08/2022)

Post by Dr_Cosmobyte »

Well uh... that's weird. Are you sure this is happening because of War Rooster? Because i don't remember replacing any blood or liquid texture (save for terrain splashes, but then a ton of mods would pop this issue).
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openroadracer
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Re: War Rooster v1.2 (UPDATED! 01/08/2022)

Post by openroadracer »

Dr_Cosmobyte wrote: Sun Aug 07, 2022 1:06 pmWell uh... that's weird. Are you sure this is happening because of War Rooster? Because i don't remember replacing any blood or liquid texture (save for terrain splashes, but then a ton of mods would pop this issue).
I've used Xim's Star Wars Textures with Trailblazer, so I'm pretty sure it's not the texture pack. Here, let me post my load order:
  • GCV_UAV.pk3
  • autoautosave-v1.6.0.pk3
  • Xim-StarWarsProps.pk3
  • Xim-StarWarsTextures-v2.pk3
  • brightmaps.pk3
  • lights.pk3
  • FullBright.pk3
  • Doom Metal Pack Vol 4 modified v3.wad
  • warm-reception-v0.3.1.pk3
  • NC_Crushers.pk3
  • Rampancy_1.3.pk3
  • War Rooster (010822).pk3
  • BAC.pk3
  • precise-crosshair-v1.4.1.pk3
  • aim_assist_0.7.5.pk3
  • mXhairs_2.1.pk3
  • MP-NB-SeriousSamTaunt.pk3
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RastaManGames
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Re: War Rooster v1.2 (UPDATED! 01/08/2022)

Post by RastaManGames »

Sorry for being offtopic, but what is these?: :?:
  • GCV_UAV.pk3
  • FullBright.pk3
  • NC_Crushers.pk3
  • BAC.pk3
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openroadracer
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Re: War Rooster v1.2 (UPDATED! 01/08/2022)

Post by openroadracer »

RastaManGames wrote: Mon Aug 08, 2022 4:59 am Sorry for being offtopic, but what is these?: :?:
  • GCV_UAV.pk3
  • FullBright.pk3
  • NC_Crushers.pk3
  • BAC.pk3
GCV_UAC is a mod by DinosaurNerd that allows continuous play through episodic mapsets, i.e. DooM 1993/Ultimate DOOM, Valiant, Ancient Aliens, etc. etc.

FullBright does exactly as its name implies: all sectors are lit up to full brightness.

NC_Crushers changes crusher behavior so that you can get out from under them. Works on most crusher setups in maps, but not all.

BAC is a mod that improves player movement control while airborne.
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Dr_Cosmobyte
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Re: War Rooster v1.2 (UPDATED! 01/08/2022)

Post by Dr_Cosmobyte »

I still don't know what could be causing the issue, unfortunately...

But while i wait and test the mod for more answers, i added two new things to the "Add-ons" section: a mod that allows linking episodic IWADS/Megawads by Dinosaur_Nerd and a patch of weapon sounds by YukesVonFaust, Enjoy!

As for the mod itself, i'm still quite happy with the feedback, and a v1.3 is on the oven, i just need some more time! You can expect some more CVARs, some tweaks and fixes, and whatever viable things i can get you guys along the way.

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