Bullet-Eye - v0.12.7d - 3/30/25 - Enemy Mod Updated! 4/18/25

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Which Weapon Family Do You Find Yourself Using Often?

Power
8
27%
Area
4
13%
Rapid
9
30%
Tech
5
17%
Support
0
No votes
Melee
4
13%
 
Total votes: 30

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Mor'Ladim
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Re: Bullet-Eye - v0.12.7 - 3/23/25 - Hefty Amount of Changes!

Post by Mor'Ladim »

Some_Kinda_Lucky wrote: Mon Mar 24, 2025 4:09 pm So far I'm really enjoying everything that the new update adds and changes except the new energy screen system, it's making the game way too easy when I feel like the balance was really good before, making bosses deal more screen damage is nice but I feel like something else should be altered to make the screens less powerful, maybe the medium and large pickups should give you less screens, like the medium one gives you a quarter of a bar and the large gives you half, I feel like them giving you half and nearly full bar respectively currently is too much.
I made those changes and also fixed a VM Abort caused when the player walked on damaging floors with an Energy Screen. Not sure why I didn't just do the detection code like this in the first place, but it should be stable now! I may possibly do some fine tuning later, but in my test runs the shields seemed to be in a good place! If you don't mind my asking, what difficulty do you happen to play on? I tend to go with "Hard Mode" so I tend to balance around that, and may also be why the shields seemed fine.

Changelog:
v0.12.7b - 3/24/25
-Reduced amount of Energy Screen Layers granted from Energy Screen pick ups.
-Fixed VM Abort when stepping on damaging floors with an Energy Screen.
Some_Kinda_Lucky
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Re: Bullet-Eye - v0.12.7b - 3/24/25 - Hefty Amount of Changes!

Post by Some_Kinda_Lucky »

Oh damn, I was not expecting such a quick fix, thanks Mor! And I play on Master Difficulty.
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MsrSgtShooterPerson
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Re: Bullet-Eye - v0.12.7b - 3/24/25 - Hefty Amount of Changes!

Post by MsrSgtShooterPerson »

Just reporting that when using the Blaze Stream on a Lobolashi, I get a VM abort. :D
Screenshot of the console below:

https://imgur.com/GsTZy7r
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Mor'Ladim
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Re: Bullet-Eye - v0.12.7b - 3/24/25 - Hefty Amount of Changes!

Post by Mor'Ladim »

MsrSgtShooterPerson wrote: Sat Mar 29, 2025 7:23 am Just reporting that when using the Blaze Stream on a Lobolashi, I get a VM abort. :D
Screenshot of the console below:

https://imgur.com/GsTZy7r
Thanks for the report! The issue has been fixed, thanks to Ace!
v0.12.7c - 3/30/25
-Fixed Frenzy Ravagers L3 alt-fire effect not activating consistently.
-Fixed VM Abort related to enemy health.
-Fixed an extremely situational tic-perfect VM abort when previewing costs for items on the ground.
-Edited STARTUP graphic slightly. Mainly making the elements larger.
Funky Gnoll
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Re: Bullet-Eye - v0.12.7c - 3/30/25 - Hefty Amount of Changes!

Post by Funky Gnoll »

Where in the hell is all of the ammo? I ran out at the beginning of map02 and had to plink my way through with an unloaded Frost Snap, which was incredibly obnoxious
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Re: Bullet-Eye - v0.12.7c - 3/30/25 - Hefty Amount of Changes!

Post by Some_Kinda_Lucky »

Funky Gnoll wrote: Sun Mar 30, 2025 3:22 pm Where in the hell is all of the ammo? I ran out at the beginning of map02 and had to plink my way through with an unloaded Frost Snap, which was incredibly obnoxious
Ammo definitely becomes a non issue pretty early on in most playthroughs, using your Bullet-Eye generates a fair bit of rounds and using Melee weapons early on helps conserve it, I do feel like Frost Snap ammo pickups should be more plentiful though, either on the amount they give or the amount that spawn.
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Mor'Ladim
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Re: Bullet-Eye - v0.12.7c - 3/30/25 - Hefty Amount of Changes!

Post by Mor'Ladim »

Funky Gnoll wrote: Sun Mar 30, 2025 3:22 pm Where in the hell is all of the ammo? I ran out at the beginning of map02 and had to plink my way through with an unloaded Frost Snap, which was incredibly obnoxious
Hopefully these changes will help! One issue is that some spawns are very map dependent (this also affects other aspects of the mod, unfortunately), so one map can have a ton of ammo keeping you at the max amounts at almost all times - while another has very little to go around. I will see if I can explore other avenues of maintaining a better balance of things rather than relying on random spawns.

EDIT: There is actually some code in the mod that is really underutilized, which allows enemies to drop ammo for the weapon types you are carrying instead of random drops. I will do some testing and alter the values (such as drop rate) for that mechanic to see if it works out better!
v0.12.7d - 3/30/25
-Most Melee weapon damage has been increased.
-Frost Snap Ammo adjustments have been made, such as increased spawns and increasing the ammo pickup amount by 4.
-Removed coin spawns from ammo spots.
Thank you for the feedback!
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Mor'Ladim
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Re: Bullet-Eye - v0.12.7d - 3/30/25 - Enemy Mod Updated! 4/18/25

Post by Mor'Ladim »

The enemy mod has been updated! It has also been moved to GitLab for easier updating and less clutter with different versions.
Enemy Mod v4 - 4/18/25
-Ported over changes from main mod, such as more telegraphed attacks.
-Renamed CVars so as not to interfere with CVars from the main mod. Players may need to set them again.
-Added missing sprites for some enemies, such as Crusher projectile impacts.
-Added the spawn system from the main mod, allowing enemies to be toggled off or randomized.
-Added option to convert hitscan attacks to projectiles when using the newly added "Doom - Altered" enemies.
-Invading Swarmer will not use its Counterattack Aura when infighting.
-Increased projectile speed of Dread Troopers slightly.
This took a little longer to release an update for because I decided to add the enemy spawn replacement options from the main mod after all, and needed to do some testing to make sure everything was in working order! I may have missed some things, but if there are any errors please let me know and I will update ASAP!

Remember, with the enemy spawn options you can use enemies from other monster mods in addition to the Bullet-Eye enemies, but the option for an individual enemy must be set to "X (Doom - Original)" (Example: "Zombieman (Doom - Original)") for it to work. "Doom - Original" and "Doom - Altered" cannot be combined, meaning you cannot have unmodified vanilla enemies and another monster mod replacement appear at the same time in a map for an individual enemy.
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