BountySlayer v. 1.2.0

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Sgt Major Kiwi
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BountySlayer v. 1.2.0

Post by Sgt Major Kiwi »

BountySlayer by Sgt. Major Kiwi
In this mod you play as (drumroll please) a bounty hunter, getting paid to clear out techbases and such!
Image
pictured: the ancient machine you recieve request emails on (it only runs DOS lmao)
Of course, there'd be no reason to get paid if not for an awesome arsenal to spend all that money on!
Featuring 5 varieties of shotgun for 7 total barrels of boom, cool zappy lightning guns, and more!
And of course, you'll get to go through 25 of the maps in your iwad (in a semi random order) to scrounge up the money to buy them.
(And if you want more of a goal, rent by the end of the month is 25 Credits.)
Spoiler: Sprite credits
Spoiler: Screenshots (Kinda big)

You need:
A Doom 2 iwad (id or Freedoom, your choice)
GZDoom (at least version 4.10.0)

Well, what're you waiting for? Let the bloodbath begin!
BountySlayer v1.2.0
Last edited by Sgt Major Kiwi on Sat Mar 30, 2024 7:29 pm, edited 8 times in total.
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Linz
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Re: BountySlayer v. RC1

Post by Linz »

Some more screenshots would be nice
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Sgt Major Kiwi
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Re: BountySlayer v. RC1

Post by Sgt Major Kiwi »

Linz wrote: Mon Apr 03, 2023 12:00 pm Some more screenshots would be nice
my bad, I didn't think about it. added 5 6 screenshots each showcasing something somewhat interesting, though they kinda take up a lot of the screen as soon as you open the spoiler tag
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RaiderX
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Re: BountySlayer v. RC1

Post by RaiderX »

The recoil on the weapons is a bit too much, other than that i think this is a good start for the mod.
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Sgt Major Kiwi
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Re: BountySlayer v. RC1

Post by Sgt Major Kiwi »

RaiderX wrote: Mon Apr 03, 2023 2:43 pm The recoil on the weapons is a bit too much, other than that i think this is a good start for the mod.
I did spend quite a lot of time toying with the recoil, I think for sure the recoil on the chainguns and the autoshotty are too much, though I'd like to hear feedback regarding the handling of the semishotty and the thundergun. maybe I could also tone down the recoil for the laser carbine since despite its lower fire rate it still kicks like a mule, not far off from the shotguns.
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Re: BountySlayer v. RC1

Post by Jarewill »

I must say, I really like what you did with this.
It reminds me of an old idea of mine that I never did anything with, with a big difference being that you actually made it unlike me! :D

If there's something I can propose is maybe a version that will work with weapon mods?
I am sure mods that have randomized weapons will behave not too well, but it will still be an option.

Regardless, I really like this mod, so again great job with it!
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Re: BountySlayer v. RC1

Post by Sgt Major Kiwi »

Jarewill wrote: Tue Apr 04, 2023 8:14 am If there's something I can propose is maybe a version that will work with weapon mods?
I am sure mods that have randomized weapons will behave not too well, but it will still be an option.
it'd probably be tricky, balancing wouldn't be incredible, but I could make a version that uses the vanilla doom arsenal and keeps replacements in mind, only deal is that if a weapons mod has random replacements for a weapon you own then it'll end up giving you a random weapon out of that slot's spawn pool. I'll definitely see what I can do
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Re: BountySlayer v. RC1

Post by Leviand13 »

If a weapon mod compatible version of this is made I'd be so happy, I have a specific combination of mods I plan on using and that would be a perfect addition to it
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Re: BountySlayer v. 1.0.0

Post by Sgt Major Kiwi »

didn't get a vanilla weapon vers working BUT I pushed an update that rebalances a lot of stuff and hopefully fixed a bug. notable changes include nerfing the spawn rates of the ungodly powerful semishotty and pump ssg, reducing RL recoil and increasing pump ssg recoil, and heavily buffing the thunderbolt because that gun is my life at this point
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Re: BountySlayer v. 1.1.0

Post by Sgt Major Kiwi »

v1.1.0 now, fixed a bug or two and rebalanced the prices on just about everything. also added a payout counter to the bottom left, so you can see how much you're getting paid in real time. enjoy.
how many people have even played this lol I put so many hours into making and testing it
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Re: BountySlayer v. 1.1.1

Post by Sgt Major Kiwi »

added a better hud, changed some stuff with the end of level payout message in the console, making it more detailed
next probably comes uhh. I guess balancing fixes, tweaks to payment, an actual gui for the pc and shop (but probably not lol), The M u l t i p l a y e r update (maybe), and maybe actually that vaccinated version that's compatible with weaponsets (don't count on any of this tho I am hilariously inconsistent)
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Re: BountySlayer v. 1.1.1

Post by Ferretmanjcdenton »

This is AMAZING!!!

Is this compatible with other mods? I am hoping since years for someone creating an universal shop and mission system which would enable us to create the craziest and most relatable modcombos
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Re: BountySlayer v. 1.1.1

Post by Sgt Major Kiwi »

Ferretmanjcdenton wrote: Sun Mar 24, 2024 8:41 am This is AMAZING!!!

Is this compatible with other mods? I am hoping since years for someone creating an universal shop and mission system which would enable us to create the craziest and most relatable modcombos
it is not but that's likely something I'll work on after any other changes to the shop :3 it has been requested already so now I should really just do it lol my issue is just that uhh actually I 100% forgot. pretty sure the only issue was that I wanted to also make it not use a custom player class but I couldn't figure out how to move stuff over
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Re: BountySlayer v. 1.1.1

Post by dawnbreez »

So, I've actually done a little bit of tinkering in my spare time with looking through the class list to find all actors of a given type. (It's really handy for reducing the overhead on adding items to a spawn list!)

What I'd do is, I'd create a StaticEventHandler (StaticEventHandlers are initialized when the game starts) which, in its OnRegister function, iterates over AllClasses (a list containing all the classes) and pushes anything that's a subclass of Weapon (or Armor, etc) and isn't isAbstract() into an array. You might be able to use CheckReplacement instead, maybe?

Then, some cost calculation can happen--you could use GetReplacee() to find out what this item's replacing (if possible--IDK how this would interact with RandomSpawners), the weapon's slot number (assuming that higher slot numbers are more powerful), the weapon's slot priority (again, assuming higher = stronger), whether it uses ammo and how much...all of this to generate a cost that hopefully makes some amount of sense. If you want, you could add some randomization when it gets added to the shop, to kind of 'mask' the flaws in trying to calculate a cost automatically like this. You'd probably want a different cost calculation for different kinds of items, of course.

(If you wanted to get really fancy, you could also create a "PriceInfo" class whose job is just to hold a Map<Name,Int>, with each key/value pair being the name of a weapon and its intended cost. Then, on launch, you could find all the PriceInfo entries and combine them into one Map<Name,Int>, and while constructing the price list, you can look at the data from the PriceInfo classes to see if someone's defined a price for the weapon, and use that instead of calculating it. This would let people write compatibility patches that set the price to something sensible. You could even have items with a price of 0 skip the shop entirely, so that mods whose logic breaks if you take certain items from the player can flag those items as important starting items.)

I'm not sure how I'd interface this with the current shop system. Frankly, I'd probably create a new shop object that doesn't rely on ACS for anything. The shop item StaticEventHandler would have a function to grab a random item (and its price) from the list of valid sellable items, and the shop objects would handle buying the item by overriding the Used(Actor user) function.
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Re: BountySlayer v. 1.1.1

Post by Ferretmanjcdenton »

Damn.. 30% of what you explained is basically Greek to me, but I somewhat get what you mean. Also 7 years of playing doom mods consistently and collecting more than 50.000 of them I still haven't started editing or modding myself. I do however have a nice discord and telegram group in which some of the more famous modders are members. Those are quite helpful and nice. So if I have an issue I can ask there.

I would love to see you make it work. Also feel free to join my discord/telegram chats. (I don't know if I can post the links here.
So it would be probably best if you go to my YouTube channel and check the description of any doom mod video ..there are over 1500;). Links are in there. ANDROIDFERRET is the name of the channel.

If you need help with certain code stuff, I'm sure people will be happy to help.

I'm hoping that you can do what you have in mind. Imagining an universal mod where you can basically use any mappack, weapons mod and monster pack and get a reliable trader system going. I think that's quite hard to do, since we have mods with so many items and functions..

That would probably only work with weapon mods I guess. Not with mods having weapons, maps and monsters.. but who knows. RELIGHTING, BULLETTIME X, GUN BONSAI and CORRUPTION CARDS and so on are absolutely pure magic too.
.same with parralax textures, pbr, water shaders .. 3d models.. man doom is my absolute fav game to use mods with. Drag and drop and you get the craziest combos. I have mod lists of 50plus mods and add-ons sometimes..

See you and good luck
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