[V0.595c 9-28-23] Live Through DOOM: Survival Horror Gameplay

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Hshield
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Re: [V0.595a 2-18-23] Live Through DOOM: Survival Horror Gameplay

Post by Hshield »

Sulferon Kyle wrote:
> Sulferon Kyle wrote:
>COMPLETELY UNPLAYABLE because they have no stamina regen whatsoever.

Agreed.

Survival instinct time slowdown ends so fast it doesn't do much.
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CPL_Space
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Re: [V0.595a 2-18-23] Live Through DOOM: Survival Horror Gameplay

Post by CPL_Space »

Sulferon Kyle wrote: Wed Jun 07, 2023 10:02 pm Sulferon Kyle wrote:
Ok, so, I've missed a couple core problems that I'm going to mention now.
Hi, dev team member here - we appreciate your feedback!~
Let's go point by point here.
Managing the visibility (from muzzle flash), recoil, and many more aspects of all guns are part of the immersion, and the revolver -along with two other weapons- will be overhauled soon.
Said game-sense management requires getting further familiarized over time; I'm sure you'll get the hang of it, but you can adjust damage dealt, damage taken, monster speed, projectile speed, spawn values and many more things - all in [Difficulty settings], so you can ease your learning curve and ease onto it.

For sights, I can personally agree with both the AR and plasma's being too opaque - they'll be tweaked.

The AR is a workhorse gun that you should use for armored targets, since rifle rounds all have armor penetration and are more suitable for taking down bigger enemies such as barons of hell, cyberpinkies, zombie majors and most other armored monsters. Not only that, but using tertiary fire/weapon special (a very important bind, as I'll cover more in a bit,) lets you switch its ammunition from 4.63 to 7.62 anytime on a completely unloaded rifle. It has much higher damage, slower fire rate, and much better performance against armored targets.
[EDIT] Addendum: You can also install the ETC module onto the rifle to plasma-charge bullets, boosting their damage and long-range accuracy further.
it can be one of the most important and flexible guns both early and late in a whole run!
Shotgun buckshot shells and pistol rounds, both deal poor damage to armored targets and they're best used for "soft" unarmored monsters to get their full damage.
Revolver ammo and shotgun slug shells are a last-resort middle ground that you can also use against armored targets, if you have nothing else available.

The shotgun pump reload issue you mentioned is currently fixed, as of current version .595c
The link in this main post is for 0.595a, but you can grab the link to the latest version in the discord server - invite link also in the main post!
The server also has a number of manuals that you can read for more in-depth information about items, crafting and much more.

The full reload is a realistic reload feature that should be used sparingly to get an extra bullet in, before going into a combat area - it's best done on a safe spot.

The Survivalist and Scientist classes both have a very bad regen rate - but it's to properly manage it: To know when to reserve it to sprint, for melee and so on.
The way that this is offset, is by the Survivalist's giant stamina pool, and the Scientist's ability to craft stamina stims from the very beginning - something that also temporarily grants a Scientist the survival instinct (the bullet time you mentioned).
For newcomers to the mod, it's usually best to play with the Space Marine, and then progress to the other two classes as you get a better grip of the mod itself in resource management and crafting.
Speaking of crafting, you can select the Survivalist's.. Survival kit, and use tertiary fire/weapon special to access its crafting, repair, and munitions menu. Two of the crafting options there are only available to him.
As mentioned before, the tertiary fire/weapon special bind interacts in different ways with almost all weapons. We recommend you go thru most of LiTDoom's binds for the PDA, inventory menu, flashlight, tertiary fire and drop inventory item. There's many more as you go, but these are the most essential.

The fusion core can be crafted by the Scientist - you can press F1 and click two times to get to its third page, containing all crafting recipes very quickly, including the core's recipe.

Finally, a single zoomed-in AT rocket should take down one baron of hell on its own, I've tested it myself.
Likewise, almost two mags of 4.63 or almost one mag of 7.62 also does the trick, since it penetrates their armor.

I'm hoping that covers all bases, and we're glad you enjoy the mod ^u^
Sulferon Kyle
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Re: [V0.595a 2-18-23] Live Through DOOM: Survival Horror Gameplay

Post by Sulferon Kyle »

I don't know how ridiculous recoil and muzzle flash makes you feel more immersed, probably personal taste.
I must admit that I didn't try special action on the survival kit.
AR is still no good in my opinion, because machinegun exists and it's usuallty found before any major fights, has wider mag, little recoil, better visibility and more dps from what I've seen. And loading plasma into AR is too wasteful compared to using it with, you know, the plasma gun.
One more thing I didn't notice because of underuse: Dodge bounces off walls without any velocity loss. It is very disorienting, on top of being dangerous as it can throw me off a cliff, onto tox floor, right back into line of fire etc.

I also want to mention again, that this mod is the most fun I've had with Doom in a time. It's just not very... Comprehensible, should I say? I don't like looking for info on the game I play outside the game itself. Especially when the info I'm looking for is actually implemented, but it's just not clear where it is, which makes me assume it is not there. And I hate to be wrong.
Thank you for your reply, much appreciated!
Last edited by Sulferon Kyle on Tue Jun 13, 2023 8:01 am, edited 3 times in total.
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-Ghost-
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Re: [V0.595a 2-18-23] Live Through DOOM: Survival Horror Gameplay

Post by -Ghost- »

Thanks for the feedback!

Yeah, there are outside manuals along with the F1 Info screen for some things, though others will be explained/hinted at in PDA logs as well as we stat adding those in the more world building updates.
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Re: [V0.595a 2-18-23] Live Through DOOM: Survival Horror Gameplay

Post by armymen12002003 »

I hate to bump this but for some reason this mod locks up GZDoom for some reason i get no crash log or nothing just locks up GZDoom.
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-Ghost-
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Re: [V0.595a 2-18-23] Live Through DOOM: Survival Horror Gameplay

Post by -Ghost- »

armymen12002003 wrote: Tue Sep 26, 2023 7:05 pm I hate to bump this but for some reason this mod locks up GZDoom for some reason i get no crash log or nothing just locks up GZDoom.
What version of GzDoom are you running? Any other mods alongside it?
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armymen12002003
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Re: [V0.595a 2-18-23] Live Through DOOM: Survival Horror Gameplay

Post by armymen12002003 »

im running the latest version of GZDoom v4.10.0 and no other mods with it.
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CPL_Space
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Re: [V0.595a 2-18-23] Live Through DOOM: Survival Horror Gameplay

Post by CPL_Space »

armymen12002003 wrote: Tue Sep 26, 2023 10:09 pm im running the latest version of GZDoom v4.10.0 and no other mods with it.
What version of the mod are you running?
Are you using ZDL to load the mod?
And can you replicate this with an earlier version of GZDoom?
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armymen12002003
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Re: [V0.595a 2-18-23] Live Through DOOM: Survival Horror Gameplay

Post by armymen12002003 »

Noname_ wrote: Thu Sep 28, 2023 4:37 am
armymen12002003 wrote: Tue Sep 26, 2023 10:09 pm im running the latest version of GZDoom v4.10.0 and no other mods with it.
What version of the mod are you running?
Are you using ZDL to load the mod?
And can you replicate this with an earlier version of GZDoom?
I am using the current version of the mod and yes tried an earlier version of GZDoom and still the same result and i do use ZDL to load mods so I know it's not ZDL related.
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Re: [V0.595a 2-18-23] Live Through DOOM: Survival Horror Gameplay

Post by Chris »

I've had a few lockups happen too. What I do remember about it is it seemed related to running. When I pressed shift to run when I was standing still or slowing to a stop, the run animation would play for a cycle or two as I stood in place, then the game froze. It doesn't always happen, and I haven't been able to replicate it on purpose. But when it did happen, all movement stopped, I couldn't open the menus, music kept playing, but all I could do was kill the process. Perhaps an infinite loop in one of the scripts? No launcher, no other mods, I believe the latest version of the mod. That was with a dev build from some point after 4.10, I haven't tried to make it happen again on a more recent build since 4.11.
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Re: [V0.595a 2-18-23] Live Through DOOM: Survival Horror Gameplay

Post by armymen12002003 »

Chris wrote: Thu Sep 28, 2023 11:30 am I've had a few lockups happen too. What I do remember about it is it seemed related to running.
Yea that's where my lockups came from is related to running.
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Re: [V0.595c 9-28-23] Live Through DOOM: Survival Horror Gameplay

Post by -Ghost- »

Hmm, I've updated the links in the OP with more up to date versions, give that a try and see if you're still having issues. It should have various bugfixes as well as some tweaked features for better balancing. Big changelog below:

Code: Select all

ADDITIONS:

    The Machinegun now has a mounted laser sight to compensate for its lack of ADS mode. Helpful for people playing with no HUD crosshair.
    Started working on a new QoL feature that will let people reload weapons from the "weapon check" status. For now I only finished implementing it for the pistol, but now that the prototype of the feature is working, doing the same for the others should be easy and fast enough.
    Added a plethora of improvements to the pistol:

 Improved animations for the special full reload and for unloading the last chambered bullet (which is now visible during the process)
 Running out of ammo while firing (and only while firing), will automatically pull back the pistol's slide, which will stay that way until reloaded again (it will be visible during all animations).
 Improved the animation for the one-handed press check performed during the inspect animation. When a bullet is chambered, it will be visible inside the barrel.
    Rewritten stamina system (you won't see much effect now, but it will pave the way for future features)
    New ammo icons for HUD and PDA (as well as some pickups)
    Revolver's new sprites are on their way to be completed
    The new Minigun has been coded for the most part: it only lacks new sounds and its new "special mode"
    The Sentry bot now has brightmaps and front lights to brighten dark areas, making it more useful.
    Rats are now immune to being stepped on, they won't follow the players anymore and actively try to flee from them if they get too close. Slightly improved death animation
    Added brightmaps and dynamic lights to the Recombiner
    Replaced the first part of the knife's inspect animation with a new one
    The SSG is now able to replenish its charges by feeding on your own blood. Press and keep holding the "Reload" button when it asks you for more blood, and the animation will start. Considering how much of a glutton the Akrafena is, you CAN'T stop the feeding mid-process, and it will take 10 health points for each charge. It will also leave you with a laceration, so you need to plan this action carefully.
    Sprinting with the SSG while in melee mode now has its own animation.
    Updated manuals and crafting guides with the new features.
    Selecting "resting" from the 100% kills reward menu now applies a "well rested" buff that lasts until the end of the next map you'll travel to. It doubles the rate at which stamina spontaneously regenerates over time.
    Food has been overhauled as well: eating or drinking will grant a "well fed" buff that will slowly replenish stamina and some health. Consuming more food items on top of that won't make the effects stronger, but will extend the duration of said buff, up to a certain maximum.
    The first-time inspections for equipping newly found weapons can now be enabled/disabled from the "Mod Options" menu.
    Using a battery to recharge your flashlight will now briefly highlight your current energy counter.
    Pressing the "weapon special" button while using the chainsaw, will either turn it off if it's already clean, or clean it from blood first then turn it off.
    The Recombiner can now dismantle several rare and technologically complex items, allowing to retrieve the full cost in materials you'd usually spend to craft them. However, it costs three times the amount of energy cells as a normal crafting procedure.
    When harvesting blood clots for chemicals, an empty vial will progressively fill up with the liquid before giving the finished product.

BALANCE TWEAKS:

    Plasma Rifle's projectiles don't bounce off walls anymore. That feature was underused and not very satisfying, unlike how it works for the BFG. Its dropoff range has also been adjusted for both the players and other entities.
    You won't be able to attack with the chainsaw while sprinting.
    Changed the recipe for the Force Field generator to Electronic parts(x1); Fusion Core; Electronic parts(x1).
    Painkillers no longer replenish any stamina.
    Painkillers now can only overheal you up to your maximum standard health plus 25.
    Pump Shotgun and Rifles only need 2 parts from scavenged broken weapons to be assembled/repaired (previously 3).
    Medical Dufflebags yields more resources. The small one was previously giving less healing than what you'd get from resting, which didn't make sense.
    Nerfed the healing you get from "resting" down to 20 health points, to compensate for the new "well rested" effect.
    After using painkillers (now renamed to C-Stabilizers), you can use them again while you're healing to stop its consumption. This will allow you to decide how much to take.
    You're now able to keep all found keys for opening supply crates upon traveling to new levels.
    The BFG's charged energy sphere now deals more damage on a direct hit (area of effect damage unchanged)
    Checking your Rifle now also shows the currently loaded ammo type
    Opening supply crates now has a lower chances of spawning rare weapons such as the BFG. However, the variety of weapons they can contain has been expanded
    Scientists and Space Marines had their base maximum Stamina buffed from 100 to 150 points.
    The Rifle's reflex sight is less obstructive and easier to aim with
    When your weapon jams, pressing the "fire" button won't attempt to unjam it anymore, but you'll have to use either "reload" or "unload" to do so. This is to prevent players from accidentally starting the unjamming procedure while quickly tapping the fire button
    Improved the Plasmagun's sight with new visuals and effects, as well as better visibility.
    Nerfed the pistol zombies' aim a little
    Reduced the minimum cooldown between each subsequent pistol shot by one frame


BUG FIXES:
    Fixed a bug that allowed the BFG's beam attack loop and skip its animation in certain instances, breaking several of the weapon's features.
    The Recombiner's functions have been heavily tweaked to improve its consistency: for example, the device won't take more ingredients than the ones it needs for a recipe if there are multiple around, collision boxes have been improved, and it won't "damage" nearby entities every time it starts crafting or accepts a new ingredient.
    Fixed a couple of visual glitches related to the chainsaw.
    Fixed a game-breaking bug occurring when trying to select the crafting ingredients' PDA while choosing the 100% kills reward.
    Reduced the instances where a skipped 100% kills reward screen could softlock you on the next loaded map.
    Fixed a visual glitch while sprinting with no remaining hellfire vials
    Fixed a bug that allowed a dying Archvile to resurrect if attacked after losing an arm.
    Infernal Viscounts and Princes were immune to any splash damage, but that was never intended. Fixed.
    Dropping an empty vial on a blood clot won't make all others unharvested clots nearby disapper.
    Using pliers on broken weapons will only work on one broken weapon at a time (no more area of effect disassembling for them).
    Improved brightmap for the ETC Rifle Module (item)
    Fixed a missing sound for picking up the Distress Signal Beacon.
    Fixed a visual glitch occurring when deselecting the BFG right after selecting it.
    You can now select the pistol as your favorite weapon.
    You can no longer bleed recombiners and supply crates to death (lol).
    Fixed loot table problem that wouldn't spawn food items under certain conditions.
    Added a delay when browsing through crafting ingredients, to prevent player from accidentally skipping pages.
    Stealth kills on riot shield guys should work properly now.
    The gear loss mechanic wasn't working properly if you had firearms durability set to OFF. Now it works as intended.
 You won't be able to open multiple crates with a single key anymore.
    Performing a fatality on a crawling zombie shouldn't glitch out anymore if you were holding a lit flare.
    Polished the code for disabling/enabling inspect animation, and also made canceling said animation much more responsive (unless something breaks, let me know if that's the case).
    Equipping the Rifle for the first time with the inspect animation disabled will now still show its ammo counter correctly.
    Performing a buttstock attack with the rifle while reloading won't glitch the camera angle anymore.
    The pistols can't be reloaded if it's completely full (16 bullets)
    Checking the SMG when it's completely unloaded won't freeze the game.
    Checking a completely unloaded ASG won't make it invisible.
    Crafting-related items shouldn't block moving lifts anymore.
    You can now check the chainsaw while it's not started.
    Crafting ingredients won't disappear by stepping on them.
    The BFG's charged energy sphere now deals more damage on a direct hit (area of effect damage unchanged)
    Checking your Rifle now also shows the currently loaded ammo type
    Opening supply crates now has a lower chances of spawning rare weapons such as the BFG. However, the variety of weapons they can contain has been expanded
    Scientists and Space Marines had their base maximum Stamina buffed from 100 to 150 points.
    The Rifle's reflex sight is less obstructive and easier to aim with
    When your weapon jams, pressing the "fire" button won't attempt to unjam it anymore, but you'll have to use either "reload" or "unload" to do so. This is to prevent players from accidentally starting the unjamming procedure while quickly tapping the fire button
        Fixed a visual glitch occurring when running out of ammo/misfiring with the ASG
    Switching to another weapon while aiming down the Plasmagun's sights wouldn't zoom out correctly. Fixed.

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