Lt. Typhon v6: massive guns

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InfinityPilot
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Re: Lt. Typhon v6: massive guns

Post by InfinityPilot »

Lt Typhon is such a fun mod and Typhon herself is such a great character, that I just had to include her in my Doom fanfic "Day of Wrath"!



I've included her as part of the Forsworn, a rogue faction of warriors that hunt demons in Hell, "without ties to God or man."
In case you're curious, the other warriors are (from left to right and top to bottom) Hennya the Demon Warframe (by artist daemonstar), Cygnis Flaynithere the Guncaster (from the Doom mod of the same name by Pillowblaster), Noble 6 from Halo Reach, the Champion from Amid Evil, V1 from Ultrakill, and Wolf from Sekiro: Shadows Die Twice.

Artist was the talented Substance20

And you can read my story here.
Last edited by InfinityPilot on Sat Nov 19, 2022 10:00 am, edited 3 times in total.
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Skelegant
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Re: Lt. Typhon v6: massive guns

Post by Skelegant »

I should note that while Typhon's appearance in this fic isn't canon to the mod, her attitude and manner of speaking are spot on lol
Infinitypilot did a fine job, as did Substance20 with that pic there.
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Unregret
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Re: Lt. Typhon v6: massive guns

Post by Unregret »

Great mod! I love her fearless gratitude. Do you consider to update this mod even further, there are few things you can keep in mind:
- Better weapon skin (less stretched) and smoother weapons/barrel pick-up animation. I found the pistol and rocket launcher to be less attractive-looking weapons. (Maybe I play too much Brutal Doom mods).
- Update weapons' positions such as minigun and other weapons, they almost feel like aim higher than supposed to be.
- A better HUD is also good.
BTW, your companion mod is hilarious and already perfect.
About Gloom Buster mod, a separated texture pack would be great too.
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Skelegant
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Re: Lt. Typhon v6: massive guns

Post by Skelegant »

I'm not planning on updating the mod, I do wanna make another mod starring the character at some point though. If you wanna reskin the weapons yourself to suit your tastes then that'd be cool, I always enjoy seeing folks customize mods like that. I'd recommend using some of Sonik O Fan's sprites as a starting point, that's what I do nowdays cuz they're really solid and easy to edit.
That all being said though, I could totally do another lil QOL update sometime
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Unregret
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Re: Lt. Typhon v6: massive guns

Post by Unregret »

Skelegant wrote: Sun Jan 08, 2023 6:43 pm I'm not planning on updating the mod, I do wanna make another mod starring the character at some point though. If you wanna reskin the weapons yourself to suit your tastes then that'd be cool, I always enjoy seeing folks customize mods like that. I'd recommend using some of Sonik O Fan's sprites as a starting point, that's what I do nowdays cuz they're really solid and easy to edit.
That all being said though, I could totally do another lil QOL update sometime
I have zero idea how to do this (not even a modder). But knowing this "can" be updated is great (not ignored); still better than none.
Bobby
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Re: Lt. Typhon v6: massive guns

Post by Bobby »

I found a bug. If you pick up the auto mag gun, it doesn't appear in the player's inventory.
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Unregret
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Re: Lt. Typhon v6: massive guns

Post by Unregret »

Bobby wrote: Mon Jan 09, 2023 2:29 pm I found a bug. If you pick up the auto mag gun, it doesn't appear in the player's inventory.
I play with latest GZdoom 4.10.0, nothing wrong with automag. All items/weapons show properly with Gearbox wheel function.
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Matt Eldrydge
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Re: Lt. Typhon v6: massive guns

Post by Matt Eldrydge »

Hey, hope you're doing well! I remembered this mod the other day while looking for stuff to play on my channel, and I must say it was incredible to revisit it. I first played this when it came out, so I was indeed wowed by a lot of the updates the mod received since then, and I had such a fun time with it that I wound up playing two more maps than I intended to! :D

I'll also do a full playthrough of Plutonia with it in the future, as I know there's a still a lot of weapons and things to find!

Here's a link to the video:


That's all, have a wonderful day!
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Skelegant
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Re: Lt. Typhon v6: massive guns

Post by Skelegant »

Thank you for playing! That's a really nicely done vid there, good work getting that far through Plutonia too, to be totally honest I haven't played a whole lot of it myself since I finished Typhon lmao
Yall go give this fella a watch, and maybe a thumbs up or two
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Matt Eldrydge
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Re: Lt. Typhon v6: massive guns

Post by Matt Eldrydge »

You're welcome, and thank you for the kind words! I've never finished Plutonia myself though I did reach Go 2 It once, I think Typhon might give me the edge I need. :D
Doomzilla
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Re: Lt. Typhon v6: massive guns

Post by Doomzilla »

Is it possible (through slade manipulation) to stop character from stepping over barriers that she isn't supposed to step over?
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Skelegant
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Re: Lt. Typhon v6: massive guns

Post by Skelegant »

Doomzilla wrote: Sat Jun 01, 2024 3:13 am Is it possible (through slade manipulation) to stop character from stepping over barriers that she isn't supposed to step over?
It absolutely is! Pop open the second DECORATE file and scroll down to line 30, and either erase or // out the line "Maxstepheight 42". That'll reset it to the default.
Actually while I have the wad open, here's how to disable the shadow Typhons too, fuckin nuisances that they are lol
Open the 3rd DECORATE, head to line 670, erase the whole A_spawnitemex thing, head down to line 686, erase the a_dropitem line mentioning typhon, proceed to enjoy life without bullshit random encounters lol
Doomzilla
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Re: Lt. Typhon v6: massive guns

Post by Doomzilla »

Thanks!

There's also this bug that I've never encountered before with any other wad combinations - map 26 of "Jenesis" auto-ends few seconds after start when played with this mod.
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Skelegant
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Re: Lt. Typhon v6: massive guns

Post by Skelegant »

Ah that sounds like a voodoo doll problem, possibly to do with Typhon's hitbox size. Not sure how to fix that one sorry.
Proydoha
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Re: Lt. Typhon v6: massive guns

Post by Proydoha »

Doomzilla wrote: Sat Jun 01, 2024 3:38 am There's also this bug that I've never encountered before with any other wad combinations - map 26 of "Jenesis" auto-ends few seconds after start when played with this mod.
Skelegant wrote: Sat Jun 01, 2024 4:07 am Ah that sounds like a voodoo doll problem, possibly to do with Typhon's hitbox size.
The issue here is increased MaxStepHeight.

We can "Reset" voodoo dolls to default player scale, radius, height, max step height when map loads like this:

Code: Select all

class VoodooDollHandler : EventHandler
{
    override void WorldLoaded(WorldEvent e)
    {
        ThinkerIterator itrator = ThinkerIterator.Create("PlayerPawn");
        Actor a;
        while (a = PlayerPawn(itrator.Next()))
        {
            if (!IsVoodooDoll(a)) { continue; }
            a.A_SetSize(16, 56);
            a.A_SetScale(1);
            a.MaxStepHeight = 24;
        }
    }

    bool IsVoodooDoll(Actor a)
    {
        return !a.player || !a.player.mo || a.player.mo != a;
    }
}
I've packed it into pk3:
Attachments
VoodooDollResetter.pk3
(727 Bytes) Downloaded 28 times
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