DOOMablo: a looter-shooter DOOM (v0.10a - Oh, yes)

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fakemai
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Re: DOOMablo: a looter-shooter DOOM (v0.7a - Monster affixes, or how do I balance this thing NOW?!)

Post by fakemai »

I'm positive now that plasma whiffs at point-blank. As for the new stuff, the push-pull monsters are generally annoying, particularly joining an enemy in a death pit when I sneezed at the wrong time. Blink looks like pure evil with one intercepting my rocket launcher up-close, and also how does it work with those monster teleport caches because I had the hell knight in MAP05 join me in the plasma gun secret when it would have been alerted but not moving due to the ambush flag, and not in LoS either.
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MsrSgtShooterPerson
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Re: DOOMablo: a looter-shooter DOOM (v0.7a - Monster affixes, or how do I balance this thing NOW?!)

Post by MsrSgtShooterPerson »

fakemai wrote: Tue Oct 29, 2024 1:01 am I'm positive now that plasma whiffs at point-blank.
Confirming this on my end too - plasma projectiles do zero damage if shooting an enemy that's melee-range to you (haven't played the new affixed monster version yet :D )
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sidav
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Re: DOOMablo: a looter-shooter DOOM (v0.7a - Monster affixes, or how do I balance this thing NOW?!)

Post by sidav »

Thanks for the feedback. it seems Plasma Rifle needs to be fixed then.
I think I should add LOS check to the blink, and will prevent it from happening right in front of you.
About push-pull monsters I'm not sure though. Do you have any ideas how should it be fixed? Would it be better if it was weaker? Or having minimal (or maximal) working distance? Or removed altogether?
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stainedofmind
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Re: DOOMablo: a looter-shooter DOOM (v0.7a - Monster affixes, or how do I balance this thing NOW?!)

Post by stainedofmind »

MsrSgtShooterPerson wrote: Tue Oct 29, 2024 3:20 am
fakemai wrote: Tue Oct 29, 2024 1:01 am I'm positive now that plasma whiffs at point-blank.
Confirming this on my end too - plasma projectiles do zero damage if shooting an enemy that's melee-range to you (haven't played the new affixed monster version yet :D )
That (and the low feeling mag capacity) would probably explain why I often find myself relying on the chaingun for crowd control, and the SSG for high damage.
sidav wrote: Mon Oct 28, 2024 6:56 pm The new version is here. Get ready to face new bugs randomized monsters with their own vile affixes!

*SNIP!*

As always, report any bugs, let's squish'em together!
A couple of maps into testing, and I am quite having fun with the monster affixes.

On a random note, I hacked in a weapon/armor/backpack scraping feature that randomly gives you an item/ammo instead, and I find it works rather well. As of the current version, here's my (super simple) code hack:

in "zscript/player/press_to_pickup_handler.zs", starting with line 16:
Spoiler:
Originally had a randomized/customizable percentage option, but it felt scammy when you didn't get something out of it.
Jareth247
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Re: DOOMablo: a looter-shooter DOOM (v0.7a - Monster affixes, or how do I balance this thing NOW?!)

Post by Jareth247 »

Can/will this eventually work with Brutal Doom? I tried with the original, Extended Edition and Project Brutality and none of them worked. Sure, I can use a gore mod but it's not the same.
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sidav
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DOOMablo: a looter-shooter DOOM (v0.7.1a - the feedback is (mis)heard)

Post by sidav »

A new version is there. A minor release this time, mostly regarding your feedback.
Spoiler: What's new
Last edited by sidav on Tue Oct 29, 2024 8:01 pm, edited 1 time in total.
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sidav
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DOOMablo: a looter-shooter DOOM (v0.7.1a - the feedback is (mis)heard)

Post by sidav »

stainedofmind wrote: Tue Oct 29, 2024 2:44 pm I hacked in a weapon/armor/backpack scraping feature that randomly gives you an item/ammo instead
Your insisting on this feature is now finally heard! :D The mod now has the "recycling" system, see the changelog.
Jareth247 wrote: Tue Oct 29, 2024 3:28 pm Can/will this eventually work with Brutal Doom? I tried with the original, Extended Edition and Project Brutality and none of them worked. Sure, I can use a gore mod but it's not the same.
Currently it can't, potentially - maybe. For now I can't figure out how to bind the weapon affix logic with weapons not rewritten by me. But I honestly want to allow the mod to be compatible with weapon packs. I would not expect it any time soon, but I'm still occasionally experimenting with some ideas which eventually should allow that, and it should in turn make the BD compatibility possible.
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DoomThing445
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Re: DOOMablo: a looter-shooter DOOM (v0.7.1a - the feedback is (mis)heard)

Post by DoomThing445 »

Would you want to enable Gun Bonsai compatibility at some point with this one? Out of curiosity, of course.
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fakemai
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Re: DOOMablo: a looter-shooter DOOM (v0.7.1a - the feedback is (mis)heard)

Post by fakemai »

Recycling helps a lot for de-cluttering and should ease the issue I had with a recent playthrough of running out of ammo due to enemies with extreme HP and defensive mods. Push/pull I'll hopefully get to try on MAP24 soon, the issue is that it's the type of effect that's fine most of the time but will complicate and potentially ruin any map with precision platforming. The enemy armor mod is good for balancing shotguns. I was thinking blink could ignore the LoS check after teleporting for the first time, as a safety consideration against them going into inaccessible sectors or void, but you nicely pre-empted that in a better way.
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stainedofmind
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Re: DOOMablo: a looter-shooter DOOM (v0.7.1a - the feedback is (mis)heard)

Post by stainedofmind »

DoomThing445 wrote: Wed Oct 30, 2024 3:28 am Would you want to enable Gun Bonsai compatibility at some point with this one? Out of curiosity, of course.
Is something specific not working with GunBonsai? I ran them together without any obvious issues... Mind you, I was also feeling sick in the head and also combined it with Colorful Hell, Colorful Hell Plus, Champions, and LegenDoom Lite, so I was getting murdered before making it to map03 everytime, so maybe I missed something.
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stainedofmind
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Re: DOOMablo: a looter-shooter DOOM (v0.7.1a - the feedback is (mis)heard)

Post by stainedofmind »

sidav wrote: Tue Oct 29, 2024 7:58 pm Your insisting on this feature is now finally heard! :D The mod now has the "recycling" system, see the changelog.
Very nice! You added basically all the things I was planning to do to it as well! Only had time for one map this morning for testing.

Also, Plasma Rifle feels good now! Bigger mag definitely helped!

I did just run into a "well darn it" moment with the recycling system however, specifically with the item spreading feature, mainly, as I was trying to junk one item, it "jumped" out of the way, and somehow the item behind it got recycled instead, almost immediately. I personally am not a fan of the item jumping feature, but I feel like I've been "complaining" a lot, and you've been very accommodating of my gripes, so no biggie!
Last edited by stainedofmind on Wed Oct 30, 2024 2:37 pm, edited 1 time in total.
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sidav
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Re: DOOMablo: a looter-shooter DOOM (v0.7.1a - the feedback is (mis)heard)

Post by sidav »

stainedofmind wrote: Wed Oct 30, 2024 7:08 am I did just run into a "well darn it" moment with the recycling system however, specifically with the item spreading feature, mainly, as I was trying to junk one item, it "jumped" out of the way, and somehow the item behind it got recycled instead, almost immediately.
Thanks for the feedback. I think I need to add a check if the item being recycled is the same that was there when you've started pressing a button.
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sidav
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Re: DOOMablo: a looter-shooter DOOM (v0.8a - Brrrrrr edition)

Post by sidav »

A new version is here, and it goes brrrrr! Two new weapons!
But even the chainsaw itself is not that important as the new frame-speed code, see "internal changes" below.
This release is not as big as "affixed monsters" one, but it changes more things than it seems at the first glance.
Spoiler: What's new
As always, report any bugs, let's chainsaw them together!
Have fun!
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MsrSgtShooterPerson
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Re: DOOMablo: a looter-shooter DOOM (v0.8a - Brrrrrr edition)

Post by MsrSgtShooterPerson »

I'm still on 0.7.1a but moving to 8 after a pretty painful playthrough - a legendary mob apparently inflicted what looks like a poison debuff on me that ripped my armor up and killed me 5 times (I'm using the Invulnerable mod that allows me to live again right after hitting 0 health with a set number of lives) :shock:

Maybe poison inflicted on a player should stop a time limit and perhaps not kill entirely (maybe at least stop at a certain low health threshold) or be fixed by picking up any medkit - as it stands, even different armors I managed to pickup in the brief time I was poisoned including energy armors tore up instantly. :o
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DoomThing445
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Re: DOOMablo: a looter-shooter DOOM (v0.7.1a - the feedback is (mis)heard)

Post by DoomThing445 »

stainedofmind wrote: Wed Oct 30, 2024 6:45 am
DoomThing445 wrote: Wed Oct 30, 2024 3:28 am Would you want to enable Gun Bonsai compatibility at some point with this one? Out of curiosity, of course.
Is something specific not working with GunBonsai? I ran them together without any obvious issues... Mind you, I was also feeling sick in the head and also combined it with Colorful Hell, Colorful Hell Plus, Champions, and LegenDoom Lite, so I was getting murdered before making it to map03 everytime, so maybe I missed something.
Oh, there's nothing wrong- I was just wanting to know if they'd make sure any future features would be compatible with Gun Bonsai-

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