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

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Post Reply
User avatar
Dr_Cosmobyte
Posts: 2861
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.
Contact:

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

Post by Dr_Cosmobyte »

Thanks once again! I hope i can get v1.3 done by next week, but i have done so little (buffed the M14, fixed sprite conflict issues, fixed small bugs...) that i don't think it is ready yet.

On the two last things (the idea of not being able to find the secret weapons before having the originals and the terrain effects): I'll see if i can try the idea of spawning original weapons first, although i'm not sure on the code results; as for the last: almost all my mods have a terrain lump, if not all of them. So i would like to ask you to try it with any of my other mods on the same combination you tried before (Kriegsland II, Nightshift, The Arcane Wanderer, Nightmare Logic...) to see if the same issue pops up.

Thanks for the feedback!
User avatar
openroadracer
Posts: 497
Joined: Mon Sep 23, 2019 1:03 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): SteamOS
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

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

Post by openroadracer »

Dr_Cosmobyte wrote: Sun Aug 14, 2022 3:44 pm... Almost all my mods have a terrain lump, if not all of them. So i would like to ask you to try it with any of my other mods on the same combination you tried before (Kriegsland II, Nightshift, The Arcane Wanderer, Nightmare Logic...) to see if the same issue pops up.
Would Aracnocide work here? I know it's one of your older ones...
User avatar
Dr_Cosmobyte
Posts: 2861
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.
Contact:

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

Post by Dr_Cosmobyte »

Probably yes, albeit i can't recall if Aracnocide uses the Enjay terrain definitions or any other.
User avatar
openroadracer
Posts: 497
Joined: Mon Sep 23, 2019 1:03 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): SteamOS
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

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

Post by openroadracer »

Decided to do it with Ultra Crispy, since I just remembered I have it and it's more recent; it was doing the same thing with the circuitry flats bleeding as per War Rooster. Load order was:
  • GCV_UAC.pk3
  • autoautosave-v1.6.2.pk3
  • Xim-StarWarsProps.pk3
  • Xim-StarWarsTextures-v2.pk3
  • thyinterpic.wad(no idea why I left that in there, must have been rushing myself)
  • 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
  • Ultra Crispy.pk3
  • UC-Trenchgun.pk3
  • BAC.pk3
  • precise-crosshair-v1.4.1.pk3
  • aim-assist_0.7.5.pk3
  • mXhairs_2.1.pk3
User avatar
Dr_Cosmobyte
Posts: 2861
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.
Contact:

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

Post by Dr_Cosmobyte »

Well... i don't know what to do then LMAO

Terrain splashes are pretty much a thing since i started modding.

Maybe the best solution would be to find another terrain mod or delete the TERRAIN lump from inside the file.
User avatar
openroadracer
Posts: 497
Joined: Mon Sep 23, 2019 1:03 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): SteamOS
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

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

Post by openroadracer »

Dr_Cosmobyte wrote: Mon Aug 15, 2022 4:57 pmWell... i don't know what to do then LMAO

Terrain splashes are pretty much a thing since i started modding.

Maybe the best solution would be to find another terrain mod or delete the TERRAIN lump from inside the file.
At least I have Bitser... So basically, I just unzip the files with Bitser, delete the "TERRAIN" lump, repack as .ZIP, and run the mods? Sounds easy enough.
User avatar
-Ghost-
Posts: 1800
Joined: Wed Sep 08, 2010 4:58 pm

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

Post by -Ghost- »

Is it possible to have the hallucinations pull from whatever monster mod you're using, rather than the default demons? Not sure how much coding work that'd be though, for example Project Malice monsters fully replacing everything so instead of a vanilla Reverent you'd see one of the mod variants.

Overall it's a great mod! I think my only comment is wanting more! More guns, maybe more gear like being able to set traps, etc.
User avatar
Dr_Cosmobyte
Posts: 2861
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.
Contact:

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

Post by Dr_Cosmobyte »

Sorry... not on my reach. To do that, the mod would need to detect what is replacong the chaingunner and place whatever actors are firing in there.
User avatar
-Ghost-
Posts: 1800
Joined: Wed Sep 08, 2010 4:58 pm

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

Post by -Ghost- »

It's okay, was mostly just curious since I wasn't sure if monster packs straight up completely override/replace the original assets, or if they still sit in there unused, hence getting pulled up for the hallucinations. Making them scarier/creepier might be good though, like having them appear for a split second, making distorted noises, etc.
User avatar
Dr_Cosmobyte
Posts: 2861
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.
Contact:

Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by Dr_Cosmobyte »

Due to some future events (such as me getting vacations from work and some trips), i'll upload this rather short, but good update on War Rooster. MediaFire is been very troublesome for some users lately, so this new link was uploaded on MEGA (the only place i already had an account before, lol)

This update is more optimization and aesthetical more thn anything, but it'll be worth! There's still some work to do, so that'll need to be pushed to v1.4, whenever it releases. Flamethrower now carbonizes any enemy, new smoke effects that look better, toned down some heavy particles, fixed an annoying zoom bug, buffed the M14 damage, and now you can fire projectile weapons close to a wall and not getting owned!

Have fun!
Spoiler: Changelog
User avatar
GoalDude-00
Posts: 34
Joined: Sat Dec 04, 2021 11:18 am
Location: Making weird noises.

Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by GoalDude-00 »

It's indeed a small but very welcome update, hope you have some good time off!
User avatar
Rudiarius
Posts: 39
Joined: Thu Dec 16, 2021 11:59 pm

Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by Rudiarius »

Bro, the reload on the m16 is so crisp it's palpable. Love this mod
sibullski
Posts: 22
Joined: Fri Apr 17, 2020 11:28 pm

Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by sibullski »

I understand that the ssg replacement causes enemies to run away from you. My question is can I play this mod with a monster pack and have it work correctly? I don't know what other modifications this mod has made to monsters outside of the ssg replacement causing fear but would that mean that playing this with smooth doom monsters or vanilla plus doom randomizer cause the monster ai to act differently? or will it work the same way it would as if I were playing without war rooster?

Btw The weapons in this mod are so fun and the animations are truly impressive.
User avatar
Linz
Posts: 318
Joined: Mon Jun 29, 2020 3:42 pm

Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by Linz »

sibullski wrote: Thu Oct 06, 2022 7:30 pm I understand that the ssg replacement causes enemies to run away from you. My question is can I play this mod with a monster pack and have it work correctly? I don't know what other modifications this mod has made to monsters outside of the ssg replacement causing fear but would that mean that playing this with smooth doom monsters or vanilla plus doom randomizer cause the monster ai to act differently? or will it work the same way it would as if I were playing without war rooster?

Btw The weapons in this mod are so fun and the animations are truly impressive.


Nah no worries


Pretty much every Cosmobyte mod is super compatible with monster packs
User avatar
Dr_Cosmobyte
Posts: 2861
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.
Contact:

Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by Dr_Cosmobyte »

Yup, i try to keep the maximum compatibility possible. Also, in case you don't want to use the SSG effects, you can turn them off in the options. ;)
Post Reply

Return to “Gameplay Mods”