Bullet-Eye - v0.12.6b - 7/10/24 - Non-Hefty Update

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Which Weapon Family Do You Find Yourself Using Often?

Power
7
32%
Area
3
14%
Rapid
6
27%
Tech
4
18%
Support
0
No votes
Melee
2
9%
 
Total votes: 22

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Mor'Ladim
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Re: Bullet-Eye - v0.12.2 - 12/12/23 - I Heard You Like Equipment Items.

Post by Mor'Ladim »

I somehow accidentally made a double post, but I may as well repurpose it to list what is coming later.

-The Triple Wyvern and Assassin Vulcan will receive some reworks to make them feel better. I admit their current iterations cause me to pass them up myself!
-New weapons are being worked on, with a RAPID weapon based on the suggestion of a player being nearly complete.
-The addition of new "Basic" weapons that are more akin to vanilla Doom or other weapon mod arsenals, so that players have more reliable firearms to use without having to juggle gimmicks all the time, if they so choose.
-More small quality of life changes will be added, such as the Bullet-Eye Emblem powerup (Infinite Bullet-Eye Mode for a few seconds) displaying an indicator on the HUD to let the player know if it's still active.
-Not final, but reusable inventory items may move to a different resource rather than using GP to activate.
-Possible Heretic support.

Thank you for playing, and I welcome any feedback or suggestions!
Delinquent
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Re: Bullet-Eye - v0.12.2 - 12/12/23 - I Heard You Like Equipment Items.

Post by Delinquent »

Mor'Ladim wrote: Sat Feb 03, 2024 7:34 am
Delinquent wrote: Fri Feb 02, 2024 6:00 am
Delinquent wrote: Thu Feb 01, 2024 7:04 am I got a VM abort while playing on GZDoom 4.11.3. It happened while I was trying to reroll effects on an item. I've attached a screenshot of the abort, hopefully you don't need the "Zabor" part or whatever that is, because the screenshot of that is too big for ZDoom to handle.
And another VM Abort, same one but with an additional "tried to read from address zero" line that repeated itself, a lot. This time I added an effect to an item and I guess I got the unlucky one. Once I finish with this map pack I'll change back to 4.10 and see if that's the problem.
It's fixed. Sorry about that. It was my fault because I fixed the error on my end, but wanted to wait until I had a more substantial update to push. Definitely not the best idea.

Here is the changelog! The entries in blue are the newly added updates with this push. The others were the undocumented changes made in previous updates during the last few months:
Spoiler:
No biggie, update looks rad, thanks for fixing the bug. Once I finish with DBP07, I'm gonna boot up 08 with this and hope to get the new weapon during my run :D I've become absolutely addicted to this mod, keep up the amazing work!
Some_Kinda_Lucky
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Re: Bullet-Eye - v0.12.3 - 2/3/24 - Fixes and Improvements!

Post by Some_Kinda_Lucky »

I honestly don't have much to say in particular about the update other than it's another great step forward for this mod, I've yet to have gotten the new weapon legitimately but I did play around with it in a test map and it seems really fun! I like that each update is making the mod more challenging and less of a power fantasy, it helps keep runs more interesting, especially in the late game. As for the future additions i'm really excited to see what the new Rapid weapon is, as well as the new set of Basic weapons, and of course anything else that's in the pipeline that hasn't been announced. That's all I really have right now besides great job once again Mor!
Delinquent
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Re: Bullet-Eye - v0.12.3 - 2/3/24 - Fixes and Improvements!

Post by Delinquent »

Interesting, I just found out that using this with MK's Champions 2.9.1 causes the Flash Guard to not only have a hitbox that the player can hit, making movement with it up difficult, but also causes the Bladed Shoulder Guards' damage to hit the player. Guess I can't use Champions anymore. Or I can just not use the Flash Guard, but that's seriously gimping myself.
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Mor'Ladim
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Re: Bullet-Eye - v0.12.3 - 2/3/24 - Fixes and Improvements!

Post by Mor'Ladim »

Delinquent wrote: Mon Feb 05, 2024 8:54 pm Interesting, I just found out that using this with MK's Champions 2.9.1 causes the Flash Guard to not only have a hitbox that the player can hit, making movement with it up difficult, but also causes the Bladed Shoulder Guards' damage to hit the player. Guess I can't use Champions anymore. Or I can just not use the Flash Guard, but that's seriously gimping myself.
Alright, so Accensus found out what the issue was. Apparently in MK's Champions, there is code that changes the species of the player, and it seems the only enemy type that uses such code in that mod are the Silver champions. Now either the creator of that mod can modify the code (Temporarily set the species to the one used in Champions, call A_RadiusThrust, then restore it.) or I can fix it in Bullet-Eye's end, but that will cause the Silver champions to become broken. The main issue is that Bullet-Eye relies on species usage heavily, so that can cause conflicts with other mods that modify them.
Delinquent
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Re: Bullet-Eye - v0.12.3 - 2/3/24 - Fixes and Improvements!

Post by Delinquent »

Mor'Ladim wrote: Tue Feb 06, 2024 11:19 am
Delinquent wrote: Mon Feb 05, 2024 8:54 pm Interesting, I just found out that using this with MK's Champions 2.9.1 causes the Flash Guard to not only have a hitbox that the player can hit, making movement with it up difficult, but also causes the Bladed Shoulder Guards' damage to hit the player. Guess I can't use Champions anymore. Or I can just not use the Flash Guard, but that's seriously gimping myself.
Alright, so Accensus found out what the issue was. Apparently in MK's Champions, there is code that changes the species of the player, and it seems the only enemy type that uses such code in that mod are the Silver champions. Now either the creator of that mod can modify the code (Temporarily set the species to the one used in Champions, call A_RadiusThrust, then restore it.) or I can fix it in Bullet-Eye's end, but that will cause the Silver champions to become broken. The main issue is that Bullet-Eye relies on species usage heavily, so that can cause conflicts with other mods that modify them.
I've just decided to stop using Mikk's Champions mod with BulletEye, I don't really need it that much anyway. Kinda makes me OP with all the item spawns, lol
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Re: Bullet-Eye - v0.12.3 - 2/3/24 - Fixes and Improvements!

Post by Some_Kinda_Lucky »

Alright, i've done a few playthroughs with the new update and have a couple small problems to report.
-The spawn rate for the Void Coil seems really low, in the three playthrough I've done so far it's only spawned for me twice across two different wads, not sure what could be done to fix that besides increasing the spawn rate.
-You can now get duplicates of equipment bonuses that don't stack, like multiple Icy Silencers for the Frost Snap or multiple Ancient Retaliations for example.
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Mor'Ladim
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Re: Bullet-Eye - v0.12.3 - 2/3/24 - Fixes and Improvements!

Post by Mor'Ladim »

Some_Kinda_Lucky wrote: Tue Feb 13, 2024 4:27 am Alright, i've done a few playthroughs with the new update and have a couple small problems to report.
-The spawn rate for the Void Coil seems really low, in the three playthrough I've done so far it's only spawned for me twice across two different wads, not sure what could be done to fix that besides increasing the spawn rate.
-You can now get duplicates of equipment bonuses that don't stack, like multiple Icy Silencers for the Frost Snap or multiple Ancient Retaliations for example.
The equipment bonus issue should be fixed now! As for the Void Coil, since red chests can contain enemy specific drops as far as equipment items go, I decided to add the enemy weapons to said chests as well. I've also bumped up the drop rate a bit on the enemy itself since it isn't too common.

Speaking of drop rates, I was thinking of moving away from Phantasy Star Online very rare drop chances and making them more reasonable like Terraria. But at the same time finding a very rare item feels good. Perhaps I can find a middle ground and work from there.

Here are all the changes:
-Elite items now have a very rare chance to drop regardless of Treasure Level. The original drop mechanic still remains.
-Void Coil weapon has a slightly higher chance to drop.
-Added indicator to inventory item frame for Elite Signets.
-Reduced rate that Grind Halberd L2 effect deals damage.
-Increased costs of upgrading/rerolling equipment items, but increased the cap of Old World Manuals and made them more common.
-Increased power of Duel Buckler.
-Reduced damage resist of Reactive Shield.
-Rending Ammo now deals its damage at a slower rate.
-Enemy weapons now have a chance to spawn from red treasure chests or better.
-Fixed being able to acquire equipment bonuses that should not stack.
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Mor'Ladim
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Re: Bullet-Eye - v0.12.5 - 3/4/24 - Even More Improvements!

Post by Mor'Ladim »

Pushed another small update! This one adds the new RAPID weapon, which again was based on the suggestion of a player, along with the Triple Wyvern rework, which was disabled until said rework was finished.
v.0.12.5 - 3/4/24
-Added 1 new RAPID weapon.
-Triple Wyvern has been reworked.
-Plasma Spiders now have their duration refreshed when pressing fire at the maximum deploy count. A visual indicator has been added to provide a rough estimate on the duration of the first spider thrown.
-Reduced Repeaters L2 damage.
-Grind Halberd L2 effect now only activates while at 60% heat or above.
-Support weapons now cause enemies to have an extra chance to drop tiny ammo and Health Augments when slain.
-Added new equipment bonuses.
-Increased GP cap.
-Added small visual to indicate when the player has the Bullet-Eye Emblem powerup's infinite ammo activated. An audio cue has been added to indicate when the effect ends.
-Changed Crusher Scrap Shield destruction sounds.
-Crusher Scrap Shields now have a varied duration so that they are randomly destroyed instead of in unison.
-Fixed Frost Snap not benefiting from Steady Aim Gloves.
I haven't had a chance to fully test the Support weapon feature, but I wanted to push the update out while I can, as having dreams about your PC suffering data loss when your PC isn't in the best shape as it is can be a wake up call!
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Re: Bullet-Eye - v0.12.5 - 3/4/24 - Even More Improvements!

Post by Mor'Ladim »

Double post, but I made a few small changes/fixes!
-Fixed Support weapon ammo/Health Augment drop items spawning at the original weapon's pickup spot instead of from the enemy.
-Increased firing speed of Triple Wyvern and gave the first barrage a small damage boost.
-Fixed Void Coil not working correctly, and it now has the limited rebound ability at L1 rather than L3. Reduced damage slightly to compensate.
-Void Coil L3 has an additional effect.
-Increased Void Coil droprate further.
-Dogfighter Missile will activate its L3 effect if hitting a wall, rather than being outright destroyed.
-A food item's tag now changes to reflect if it has been eaten before or not.
-Increased rates for some items in chests.
-Fixed explosive barrels causing issues on certain mapsets.
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Re: Bullet-Eye - v0.12.5b - 3/5/24 - Even More Improvements!

Post by Some_Kinda_Lucky »

Hey Mor! Haven't had much to report as of late because honestly the most recent updates have been great! I love the new Rapid weapon, I'm glad that the Void Coil is way more common now and can actually be easily upgraded, I love the reworked Triple Wyvern and all the other changes/improvements. I do have a couple questions regarding the effects of a couple inventory items, mainly the Wave Cola and the Groundbreaker Bomb, I don't quite get what they're supposed to do even after using them.
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Mor'Ladim
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Re: Bullet-Eye - v0.12.5b - 3/5/24 - Even More Improvements!

Post by Mor'Ladim »

Some_Kinda_Lucky wrote: Wed May 01, 2024 1:26 am Hey Mor! Haven't had much to report as of late because honestly the most recent updates have been great! I love the new Rapid weapon, I'm glad that the Void Coil is way more common now and can actually be easily upgraded, I love the reworked Triple Wyvern and all the other changes/improvements. I do have a couple questions regarding the effects of a couple inventory items, mainly the Wave Cola and the Groundbreaker Bomb, I don't quite get what they're supposed to do even after using them.
I recommend setting the "Display nametags" option to either "Items" or "Both".
Setting this option will allow you to see an inventory item's name and effect when the selection cursor is over one. This can easily be found using the options search and typing in "tag", like so:


You can also set a keybind for "Query Item" to bring up info for the currently selected inventory item at any time:



It should look something like this if everything is set:


I hope this helps! The items in question you asked about are:
"Wave Cola - Use: Restores 8 health. - First time drinking bonus: Luck +1."
"Groundbreaker Bomb - Use: Creates a localized explosion to ward off close range enemies. (55 GP)"

Other than that, I am working on some balance changes and other quality of life features, such as increasing the mass on enemies so they take much more damage from knockback effects when colliding with a wall, rather than the current tiny amount. The Splintergun may also be turning into an Elite weapon, so just a heads up!
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Mor'Ladim
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Re: Bullet-Eye - v0.12.6 - 6/20/24 - Back At It!

Post by Mor'Ladim »

I didn't get to finish my current test run, but I've done a few already and everything seems stable enough, so I thought I'd release what I had! I've fixed a few bugs and also made even more improvements, but also some changes such as to Shield Capsules.

Changelog:
Spoiler:
Enjoy, and do let me know of any bugs or other issues that may pop up. Thanks for playing!
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Re: Bullet-Eye - v0.12.6 - 6/20/24 - Back At It!

Post by Some_Kinda_Lucky »

I'm going to wait to report a couple issues I'm having because I believe they might be the result of swapping versions of the mod mid playthrough but in the meantime I'll give some feedback.
-The Force Wave is amazing! Easily my favorite Support weapon, I have noticed that it has a hard time pushing away any homing projectiles, though honestly it kinda helps it from being too powerful.
- I love the new equipment items! I'm happy that there's finally an A tier belt and I'm always down for more lower tier loot being added.
- I'm very happy to see Unstoppable get buffed and Essence Stealer get nerfed, in the past it felt like you needed at least two stacks of Unstoppable in order to notice anything but now one stack is more than sufficient, meanwhile Essence Stealer was just way too powerful and really put a damper on the mods difficulty, now it's still useful but not game breaking.
- It's amazing how a few tweaks have made the Assassin's Vulcan go from one of my least used weapons to one of my favorites, the original strategy is still intact but now it's available from the start and it's way easier to achieve.
- I love all the smaller adjustments you've made to the difficulty, the mod keeps getting more challenging without ever being unfair, it's a tough balance but I feel like you're making the right adjustments.
- this doesn't have anything to do with the update but thank you for telling me about the "Display Nametags" option, it's been a real game changer.
- I adore the cosmetic additions like the loading/quit screens, the purple font for elite items and the new treasures to collect, I'm a sucker for those little details.
That's all I have for now, great update as always Mor!
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Mor'Ladim
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Re: Bullet-Eye - v0.12.6 - 6/20/24 - Back At It!

Post by Mor'Ladim »

Some_Kinda_Lucky wrote: Sun Jun 23, 2024 1:44 am I'm going to wait to report a couple issues I'm having because I believe they might be the result of swapping versions of the mod mid playthrough but in the meantime I'll give some feedback.
...
...
That's all I have for now, great update as always Mor!
Thank you very much for the feedback! I did read it on the day you posted it, but I was unfortunately busy with other things or fixes/changes in the mod so I couldn't find time to reply until now. As for the issues you are having, I assume one of them is related to Elite Signets? If so, then yes, I had issues with them in the middle of a test run myself. There is also another issue with them where they can sort of bug out if picked up too fast, even though according to the code it shouldn't even be possible for such a scenario! I will do some more testing and see if I can fix it.
-The Force Wave is amazing! Easily my favorite Support weapon, I have noticed that it has a hard time pushing away any homing projectiles, though honestly it kinda helps it from being too powerful.
I found it fun to use and would like to make it deal more damage, but it can already easily kill even high tier enemies if you happen to knock them into just the right spot, so I think it's fine for now. Glad you like it!
- I love the new equipment items! I'm happy that there's finally an A tier belt and I'm always down for more lower tier loot being added.
I definitely still want to add more for some tiers that either have zero items or just have a very small selection. I have a lot of equipment effects written down as well, so there is no shortage of new equipment!
- I'm very happy to see Unstoppable get buffed and Essence Stealer get nerfed, in the past it felt like you needed at least two stacks of Unstoppable in order to notice anything but now one stack is more than sufficient, meanwhile Essence Stealer was just way too powerful and really put a damper on the mods difficulty, now it's still useful but not game breaking.
I think Unstoppable was also held back by equipment not being capable of having multiples of the same bonus on one piece of gear, but that is no longer an issue. Essence Stealer would make more sense as it used to be if the original Doom style health was utilized (like back in earlier versions of the mod), but that is of course not the case. However, it is still very much possible to reach 100+ max health, so I think I could do something like make the kill requirement lowered depending on max health!
- It's amazing how a few tweaks have made the Assassin's Vulcan go from one of my least used weapons to one of my favorites, the original strategy is still intact but now it's available from the start and it's way easier to achieve.
I think I still want to adjust the L1 damage and overall energy acquisition, but it's definitely better, I agree. I too skipped it often, despite enjoying the unique lock on feature, but it just needed something more. Same with the Metal Monstrosity - I made a few changes but it may need a bigger rework.
- I love all the smaller adjustments you've made to the difficulty, the mod keeps getting more challenging without ever being unfair, it's a tough balance but I feel like you're making the right adjustments.
Hopefully it's not overkill either! I definitely changed up some things because it was easy to stay at high health levels often as you progressed later into a mapset. I may give enemies new attacks as you complete more levels, but not 100% on that yet. That idea would definitely be similar to the Dread Level system that used to be in the mod.
- this doesn't have anything to do with the update but thank you for telling me about the "Display Nametags" option, it's been a real game changer.
Sure thing! Speaking of inventory items, I really need to add in more offensive items, as most item so far just seem to be health related.
- I adore the cosmetic additions like the loading/quit screens, the purple font for elite items and the new treasures to collect, I'm a sucker for those little details.
Likewise! I even added in a loading bar in a recent update. And thanks to the status panel change a few updates ago, there is theoretically room for an "infinite" amount of treasures! Before I think it was limited to 40.

Thanks again!

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