Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)

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R4L
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Re: Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)

Post by R4L »

Small update, but cool none the less:
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Re: Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)

Post by silverforte »

This is my favorite mod for Doom and I really hope it's still being worked on. Been a long time since anything was posted.
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Re: Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)

Post by R4L »

silverforte wrote: Sun Feb 19, 2023 4:14 am This is my favorite mod for Doom and I really hope it's still being worked on. Been a long time since anything was posted.
Yeah, I know. I'm sorry. Lack of motivation on my part. The next thing I have to do is replace the arm cannons sprites and update the code to use overlays. Next will be to replace the morph ball HUD.
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Re: Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)

Post by Unregret »

Cool, its good to have your mod back!
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Re: Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)

Post by silverforte »

R4L wrote:
> [quote=silverforte post_id=1237176 time=1676801699 user_id=37765]
> This is my favorite mod for Doom and I really hope it's still being worked
> on. Been a long time since anything was posted.
> [/quote]
>
> Yeah, I know. I'm sorry. Lack of motivation on my part. The next thing I
> have to do is replace the arm cannons sprites and update the code to use
> overlays. Next will be to replace the morph ball HUD.


That's really good to hear. I adore this mod and the direction it's going. Hoping to see more helmet overlays, not a big fan of the green circuit display that goes a bit far into the center, but I can usually tune it out.
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Re: Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)

Post by R4L »

I may do some edits to that since it's not the first time I've heard that complaint lol.
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Re: Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)

Post by Unregret »

A buff-up for all weapon damages should do some justice to this fantastic mod; especially on slaughter maps with custom powerful monsters. Not easy as RO mod but that what my suggestion kick in.
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Re: Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)

Post by R4L »

Really? You HAVE used the Ice Spreader right? It's been vastly improved.
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Re: Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)

Post by Unregret »

Hello, I mean the very outdated-version: Metroid_Dreadnought_Overhaul_-_1.5d. I can't make new beta "Demon Hunter" version to works with latest 4.10.0 GZDoom.
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Re: Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)

Post by R4L »

It should work if you get the experimental branch from my GitHub. The ModDB link needs to be updated.
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Re: Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)

Post by Irrevenant »

I loved Dreadnought, so this is pretty cool to see. I'm sticking with the stable version for now, so maybe the experimental version is different, but will there be checks in the future for sequential item progression? So you don't get some out of order. Like the Boost Ball and Bombs not spawning until you have the Morph Ball, Varia before Gravity and so on.

That new cannon is looking pretty good.

Slight bug with the Power Beam, in both versions, if you release a shot while it's charging but before it hits halfway, the shot comes out of the center of the screen.
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Re: Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)

Post by R4L »

Irrevenant wrote: Thu Apr 06, 2023 2:33 am I loved Dreadnought, so this is pretty cool to see. I'm sticking with the stable version for now, so maybe the experimental version is different, but will there be checks in the future for sequential item progression? So you don't get some out of order. Like the Boost Ball and Bombs not spawning until you have the Morph Ball, Varia before Gravity and so on.

That new cannon is looking pretty good.

Slight bug with the Power Beam, in both versions, if you release a shot while it's charging but before it hits halfway, the shot comes out of the center of the screen.
The stable version is very behind unfortunately. In the experimental branch I do have a better tier system for upgrades so that you get certain ones earlier on (Morph Ball, Charge Beam, Missiles for example). As for the power beam, that's an easy fix. Nice catch btw!
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Re: Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)

Post by Irrevenant »

Ahh, nice. I was also wondering if you've considered messing with Samus' viewheight at all, making her seem taller. Since she's supposed to be fairly tall in her suit.

And this could maybe use something like DenisBelmondo's footstep script so the rate of Samus' footsteps are tied to how quick she's moving.

If there's maybe one gripe I had it's that the timing for Morph Ball bombs doesn't let you do sequential bomb jumps anymore.
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Re: Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)

Post by R4L »

Irrevenant wrote: Sat Apr 08, 2023 10:20 pm Ahh, nice. I was also wondering if you've considered messing with Samus' viewheight at all, making her seem taller. Since she's supposed to be fairly tall in her suit.

And this could maybe use something like DenisBelmondo's footstep script so the rate of Samus' footsteps are tied to how quick she's moving.

If there's maybe one gripe I had it's that the timing for Morph Ball bombs doesn't let you do sequential bomb jumps anymore.
The bomb changes were on purpose. There's already too many ways to break maps and they were easily spammed.

I don't really plan on changing Samus' view height since we already have a considerable amount of assets and my maps would have to be changed. This would also mess with vanilla maps and other maps in general.

Footsteps do need an overhaul though.
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Re: Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)

Post by Shroomie »

R4L wrote: Sun Apr 09, 2023 9:29 am I don't really plan on changing Samus' view height since we already have a considerable amount of assets and my maps would have to be changed. This would also mess with vanilla maps and other maps in general.
i mean, it isn't too important for complete map compatibility, i'm a treasure tech lady and Armin's jump height is wild, which makes the it hard to resist the temptation to sequence break (or hard not to unintentionally sequence break), if you decided you wanted this you could maybe set a height toggle in the mod's settings; but yeah i know theres something more to this (that being it breaking your own maps, at which point why implement the hight at all)
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