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.
User avatar
CasualScrub
Posts: 52
Joined: Thu Aug 06, 2015 7:14 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: ATI/AMD with Vulkan/Metal Support

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

Post by CasualScrub »

I would agree with Cosmobyte that the arsenal as it stands is solid, and adding more guns risks redundancy. Grenades are probably the only thing I can think of being worth adding in.

Otherwise, a scope for the M14 would be good to make it more practical for long-range, either as something it comes with or as something you can find for it.
User avatar
openroadracer
Posts: 496
Joined: Mon Sep 23, 2019 1:03 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 7 Professional 64-bit SP1
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Doomworld Forums

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

Post by openroadracer »

CasualScrub wrote: Tue Sep 19, 2023 9:57 amI would agree with Cosmobyte that the arsenal as it stands is solid, and adding more guns risks redundancy. Grenades are probably the only thing I can think of being worth adding in.

Otherwise, a scope for the M14 would be good to make it more practical for long-range, either as something it comes with or as something you can find for it.
I mean, I have no problems dropping the full auto capability from the M14.

If it gets an upgrade, give it a scope AND a twenty-round box.
User avatar
Gordon Threemen
Posts: 19
Joined: Wed Aug 02, 2023 12:19 am
Graphics Processor: nVidia (Modern GZDoom)

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

Post by Gordon Threemen »

Oh, something else I just thought of: any chance of a version that doesn't override the title/intermissions or silence the music when there are no monsters? That's about the only thing I don't like about a lot of mods I've been playing with lately.
User avatar
Dr_Cosmobyte
Posts: 2743
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

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

Post by Dr_Cosmobyte »

hmmmm... i suppose i can.
WRQuickPatch.pk3
Try loading this after War Rooster, i haven't really tested it, but since it's the same name, it should work.
You do not have the required permissions to view the files attached to this post.
User avatar
Gordon Threemen
Posts: 19
Joined: Wed Aug 02, 2023 12:19 am
Graphics Processor: nVidia (Modern GZDoom)

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

Post by Gordon Threemen »

Works for keeping the music playing with no monsters, thanks. I know the other stuff would need more than just a quick patch to deal with, maybe something for after the next major version if there's enough interest.
User avatar
LossForWords
Posts: 671
Joined: Fri Jan 13, 2017 9:08 pm

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

Post by LossForWords »

Honestly, if a custom titlescreen/menu and intermission screen are that much of an issue, you can just open it on SLADE and delete it, or load the mods that change said screens after the offending mod, instead.
User avatar
Gordon Threemen
Posts: 19
Joined: Wed Aug 02, 2023 12:19 am
Graphics Processor: nVidia (Modern GZDoom)

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

Post by Gordon Threemen »

That's the thing, the title screen and intermission for a lot of more recent weapon mods still override those of the maps no matter what order I load them in. I get why War Rooster's title specifically takes priority since it makes use of a titlemap, but even stuff that doesn't - like, say, Raging Bull - also overrides the map's title screen no matter what order I load them in.

Oh well, this is mostly on me for insisting on playing absolutely everything with certain weapon mods, I can live with it. All that actually gets in the way for me personally is the music being muted/replaced when everything's dead, and so far that's either an easy fix (the quick patch for War Rooster) or not a big deal (Raging Bull, Azuryte et al. only mute the music specifically with 100% kills, and not when there are no monsters in the first place like in a credits map).
User avatar
LossForWords
Posts: 671
Joined: Fri Jan 13, 2017 9:08 pm

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

Post by LossForWords »

For titlescreens, open the MAPINFO/ZMAPINFO and place two backslashes (//) on the following: TitlePage, CreditPage, InfoPage, TitleMusic and IntermissionMusic.
monkeman777
Posts: 3
Joined: Fri Nov 24, 2023 8:57 pm
Preferred Pronouns: He/Him

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

Post by monkeman777 »

when ever I spawn, a revenant and a archville spawn then disappear. I think its a glitch? then on the first plutonia level a ridiculous amount of mancubi spawn.
User avatar
Dr_Cosmobyte
Posts: 2743
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

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

Post by Dr_Cosmobyte »

Actually those are the hallucinations setting up their positions. If you stay in a position behind them, you'll notice that they'll appear from time to time. This is how they work:

First, the fake enemies will spawn on the map by an ACS script. Then, they'll be teleported to a very random position, which can be anywhere on the map. To avoid wall locking, they can traverse through walls, like ghosts.

Once they spot you, they start shooting, and disappear once finishing their animations, or when shot back, thus opening space for more and more hallucinations.

Return to “Gameplay Mods”