Gardevoir Has A Gun: Version 1.4 [06MAR2023] Gardevoir Day Update!

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
kevansevans
Spotlight Team
Posts: 430
Joined: Tue Oct 05, 2010 12:04 am
Graphics Processor: nVidia with Vulkan support
Contact:

Re: Gardevoir Has A Gun: Version 1.3 [20MAY2022]

Post by kevansevans »

1.3 Update: https://www.dropbox.com/s/ocd27koltscwz ... 3.pk3?dl=0

Code: Select all

Added:
-Dedicated HUD Scale slider under Options -> GHAG Options

Code: Select all

Fixed:
- HUD Scale issues
- Loud AF Plasma sounds
- Plasma see sounds can be overridden with external PWADS
User avatar
kevansevans
Spotlight Team
Posts: 430
Joined: Tue Oct 05, 2010 12:04 am
Graphics Processor: nVidia with Vulkan support
Contact:

Re: Gardevoir Has A Gun: Version 1.3 [20MAY2022]

Post by kevansevans »

Forgot to reimplement the keys for the new hud code, fixed now, same download link.
Starman the Blaziken
Posts: 289
Joined: Thu Mar 07, 2019 9:40 pm
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: United States, MI

Re: Gardevoir Has A Gun: Version 1.3 [20MAY2022]

Post by Starman the Blaziken »

Yeah, I was about to mention that, but I figured you would have noticed that pretty quickly.
Starman the Blaziken
Posts: 289
Joined: Thu Mar 07, 2019 9:40 pm
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: United States, MI

Re: Gardevoir Has A Gun: Version 1.3 [20MAY2022]

Post by Starman the Blaziken »

Found a sort of oversighting when a more advanced map that does not rely only on trigger lines but the pickup itself to trigger walls and things, fails to do any of it.
Like say the system you have for weapons where it becomes ammo if you have the weapon, it seemingly displaces the system for just the separate spawn instead.
User avatar
kevansevans
Spotlight Team
Posts: 430
Joined: Tue Oct 05, 2010 12:04 am
Graphics Processor: nVidia with Vulkan support
Contact:

Re: Gardevoir Has A Gun: Version 1.3 [20MAY2022]

Post by kevansevans »

Hey friends!

Been hard at work developing the next update for my project here. Technically right now, aside from a few more polish passes and bug testing, I could have an update ready today. However, I have a lot more I want to put in that will take it out of a "ready" state, and I personally feel like it's gonna be a lot, so I wanna knock this one out of the park.

I'd like to hear from everyone else anything they may have seen that needs fixing, balanced, any bugs found, suggestions, etc.

Thanks for your guys time and support!
ChrisHighwind
Posts: 15
Joined: Wed Apr 01, 2020 10:30 am
Graphics Processor: nVidia with Vulkan support
Contact:

Re: Gardevoir Has A Gun: Version 1.3 [20MAY2022]

Post by ChrisHighwind »

So, somehow this became one of my favorite character mods and gave me an interest in Gardevoir as a Pokemon, so while playing a Pokemon ROM hack that makes Hoenn open-world and adds content from up to Sword and Shield, I decided to have a Gardevoir in my party modelled after the one featured in this mod. I just now had gotten enough badges to unlock the Move Tutor to teach the last two moves I needed for the complete moveset, so here's Gardevoir before he had a gun and anger issues.

(Disclaimer: I don't generally focus on EV Training, so the stats may differ from the Gardevoir in the mod if he was at the level of my Gardevoir)
Screenshot_20230301-124437.png
Jayrassic Park
Posts: 32
Joined: Thu Apr 19, 2018 6:46 pm

Re: Gardevoir Has A Gun: Version 1.3 [20MAY2022]

Post by Jayrassic Park »

Not sure if this is an issue with the latest SVN (March 4th), but alt fire does not work with three pistols. I hear a clicking noise, as if they were empty.

As much as I love the Super Shotgun, it's super OP here, and even with multiple Winchesters, I see it as a straight upgrade to the default SS. Maybe having it consume way more ammo or being unable to fire until the shots stop bouncing could balance it.
User avatar
kevansevans
Spotlight Team
Posts: 430
Joined: Tue Oct 05, 2010 12:04 am
Graphics Processor: nVidia with Vulkan support
Contact:

Re: Gardevoir Has A Gun: Version 1.4 [06MAR2023] Gardevoir Day Update!

Post by kevansevans »

Big update for Gardevoir day! This, as far as I can see, will be the last update for GHAG. The code has grown old, stale, and ugly for me, and the work I need to add in more features and clean everything up feels overwhelming. Thank you everyone for your kind words and praise for this project!

Download: https://www.dropbox.com/s/28np5smnst7yw ... 4.pk3?dl=0

Changes:

Code: Select all

Changes:
- Guns are now 3D models! (And dynamically move!)
- Kinesis ping uses better formula for pulling items
- With the above, rage essence no longer seeks the player
- Pokemon moves do not have access to Ice Punch attack.
- Adjusted Moonblast
  - Costs 20% anger to use now
  - Moonblast rail beam does a base damage of 512 and increases with anger, where as before it was purely cosmetic.
  - No longer need to click and hold to charge attack.
  - Newer sprites to better illustrate the attack needs to be charged.
  - Charge time reduces with more anger.
- Improved Ice Punch leap ability.
- Swift relocated to Slot 2 with the pistol.
- Enemies killed with pokemon moves no longer drop health bonuses.
- Removed bonus spawns in secrets.
- Replaced system with a progession system.
  - At 25, 50, and 75 percent enemies killed, enemies will drop a rage candy bar.
  - At 100 percent, an extra gun will drop.
  - This should lower the bar of entry for map(s) that don't focus as much on secrets.
- With the above change, Rage candy bars will only increase max rage by 1.5% to better scale across 32 levels.
- Kills provide a 1 second delay that prevents anger from draining. As anger increases, this will grant up to an extra second of delay depending on rage amount.
- With the above change, anger drains slightly more aggressively than it did before.
- Pistol alt-fire will now auto-target all visible enemies, 1 per extra gun you have.
- Dashing will factor in player pitch, allowing for greater jumps in the air
- Plasmarifle buff: As anger increases, the odds of not consuming ammo are increased, up to a 75% chance of not consuming ammo.
- Added CVAR to toggle on/off silly rocket names.
- Greatly improved and streamlined tutorial map.

Fixes:
- Alt-fire shotgun while in THWACK mode not firing any extra guns
- Plasmarifle being silent when only carrying one
- Rare rocket launcher crashes
- Engine losing track of player after changing a level
- Improved barrel throwing priority through kinisis ping

Additions:
- XDeath sprites for most non XDeath-able monsters
- Rocket reload grenade.
  - Press Reload to smash the rocket and lob it as a grenade.
  - Projectile will adjust it's trajectory on bounce and seek the closest enemy to it's best ability.
  - Explosions and speed are always consistent.
- Mega Punch returns! Functions as a default melee attack.
- Even more pokemon moves! Every 10 percent anger you gain (7 candy bars) will cause an enemy to drop a TM in order of their slot number.
- Thunderbolt. Occupies slot 3.
  - Dropped by enemy at 30% anger.
  - Charge up and explosively electric attack.
  - Range, strength, and damage increase with anger.
  - Costs 15% anger to use, but not required.
- Psychic. Occupies slot 4.
  - Dropped by enemy at 40% anger.
  - A moderately high damaging psychic projectile.
  - Increases in fire speed the higher rage is.
  - Each projectile costs 0.5% to use, but is not required.
- Icy Wind. Occupies slot 5.
  - Dropped by enemy at 50 percent anger.
  - A short range, piercing, light damaging attack that is rapid fire.
  - As rage increases, it will spawn more projectiles and increase in travel speed.
  - Each projectile costs 1% to use, but is not required.
- Will-O-Wisp. Occupies slot 6
  - Dropped by enemy at 60 percent anger
  - Summons a spiraling ring of fire around the player.
  - As rage increases, more flame projectiles will be spawned and can be fired at a faster rate.
  - Each "set" of projectiles summoned costs 1% anger.
  - Projectiles use the "Fire" damage type.
- Nailgun. Occupies slot 4.
  - Nails are more sadistic compared to bullets if you ask me.
  - Rapid fire.
  - Projectiles penetrate through enemies.
  - Anger increases damage projectiles perform.
- PSY-BP12. Occupies slot 7.
  - A staple of the PSY-SWAT Special Ops team, standing for Psychic Bullet Punch, owing it's name to the fact that psychic types cannot learn that move.
  - This shotgun takes any 12 guage ammunition and psionically charges the shells into highly lethal slugs that can auto-target towards enemies that are perceived 
    as threats by the wielder, assuming the wielder's psychic abilities are strong enough. Very few pokemon are naturally able to take full advantage of this gun, and
    only a handful of humans have mastered the weapon after decades of training.
  - Fires two psionically charged slugs.
  - The projectiles do not discriminate between friend or foe when moving towards their next target, one must exercise caution and be aware of any potential friendly fire
    to themselves or allied bodies.
  - As anger increases, the slugs will auto-target more enemies for every 10% anger.
Starman the Blaziken
Posts: 289
Joined: Thu Mar 07, 2019 9:40 pm
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: United States, MI

Re: Gardevoir Has A Gun: Version 1.4 [06MAR2023] Gardevoir Day Update!

Post by Starman the Blaziken »

3D models? Ooooh curious. And happy Gardy day. :D
Aengous Milda
Posts: 1
Joined: Mon Feb 17, 2025 11:52 am

Re: Gardevoir Has A Gun: Version 1.4 [06MAR2023] Gardevoir Day Update!

Post by Aengous Milda »

Are you able to go into thirdperson in this Gardevoir mod can someone tell me how?
User avatar
SomeAutisticDev
Posts: 9
Joined: Wed Mar 05, 2025 8:20 pm
Preferred Pronouns: He/Him

Re: Gardevoir Has A Gun: Version 1.4 [06MAR2023] Gardevoir Day Update!

Post by SomeAutisticDev »

Aengous Milda wrote:
> Are you able to go into thirdperson in this Gardevoir mod can someone tell
> me how?
Go to the options menu > Customize > Other, bind a key for "Chasecam". Now you can press that key to enter third person.
Dolphinboy86
Posts: 18
Joined: Tue Sep 29, 2020 2:03 pm

Re: Gardevoir Has A Gun: Version 1.4 [06MAR2023] Gardevoir Day Update!

Post by Dolphinboy86 »

It's not working with a newest version of GzDoom!
Post Reply

Return to “Gameplay Mods”