Use ZDoom.Orangewaggs wrote:funny thing I tried playing KDiZD and i all worked... until i tried walking up the first ramp to the first door right after you start the game and then the game crashes... it does it in the same exact spot every time too...
[v1.0.0] Psychic -- HEY LOOK ITS RELEASED NOW
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- Ryan Cordell
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Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
- TheDarkArchon
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Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
This. GZDoom's portal handling seems to be a bit buggered at the moment.Blade Nightflame wrote:Use ZDoom.Orangewaggs wrote:funny thing I tried playing KDiZD and i all worked... until i tried walking up the first ramp to the first door right after you start the game and then the game crashes... it does it in the same exact spot every time too...
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Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
I never get tired of this mod. It has so much replay value, holy shit. If we could have more psychic death animations, such as all enemies being burnt to ashes or all enemies vaporized by Dark, this mod would pretty much be perfect, oh and Blood Money for some of the Beastiary monsters.
- XutaWoo
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Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
Oh hey, a suggestion: why not add short raising animations for the weapons, while keeping weapon switching instant? You know, just a few addition frames to make the weapon switching look less cheap; you could probally just pluck on A_WeaponReady for in-battle switching.
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Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
A few things I've noticed that haven't seen much (or any) attention:
-Blood Money denominations of 5-bm or higher recharge psychic power! The Arch-Vile's 50-bm gem gives almost 50% of the meter back, while the 100-bm "nucleus" dropped by the bosses will refill almost the entire meter.
-Having the Nightmare O. readied increases the rate of psychic power regeneration! I am pretty sure it depends on the Nightmare O.'s level, but I think even the un-upgraded gun will still give a small boost.
-Overcharged Ice will sometimes shatter without dealing any damage at all, even if you attach it to a monster first. Not cool!
-Earth, both overcharged and normal, seems very unreliable. Sometimes it kills everything, sometimes it fails to kill even an Imp.
-Overcharged Plasma leaves much to be desired.
-Upgrading Gravity past level 1 is not a very appealing option, IMO.
-Even when they don't block player movement, burned and disintegrated corpses still block e.g. Needle-gun harpoons and Steel blades, as well as "contributing" to chained Lightning attacks. Disintegrated corpses can still be resurrected by Arch-Viles, even!
-Psycho-powered Nightmare O. seems kind of pointless when you have the other 4 fuck-you-machines at your disposal.
Of course, this is still a beta, and a damned fine one at that. You've really outdone yourself this time, Xaser!
-Blood Money denominations of 5-bm or higher recharge psychic power! The Arch-Vile's 50-bm gem gives almost 50% of the meter back, while the 100-bm "nucleus" dropped by the bosses will refill almost the entire meter.
-Having the Nightmare O. readied increases the rate of psychic power regeneration! I am pretty sure it depends on the Nightmare O.'s level, but I think even the un-upgraded gun will still give a small boost.
-Overcharged Ice will sometimes shatter without dealing any damage at all, even if you attach it to a monster first. Not cool!

-Earth, both overcharged and normal, seems very unreliable. Sometimes it kills everything, sometimes it fails to kill even an Imp.
-Overcharged Plasma leaves much to be desired.

-Upgrading Gravity past level 1 is not a very appealing option, IMO.
-Even when they don't block player movement, burned and disintegrated corpses still block e.g. Needle-gun harpoons and Steel blades, as well as "contributing" to chained Lightning attacks. Disintegrated corpses can still be resurrected by Arch-Viles, even!

-Psycho-powered Nightmare O. seems kind of pointless when you have the other 4 fuck-you-machines at your disposal.

Of course, this is still a beta, and a damned fine one at that. You've really outdone yourself this time, Xaser!

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Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
The Earth power, un-upgraded, is a bit ineffective, but OH HO HO, once you upgrade it all the way, it's effective against every thing.
Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
Hehe, thanks for the bit of feedback!


@Xuta: I've thought about the idea myself, but I kinda like how fast the weapon switching is, nutty as it may look. Adding a raise/lower animation in such a fashion that would still allow firing, though, would likely look even stranger. A preference thing, I'm afraid it all boils down to. Cursed be my strange taste.
And thanks for the compliments, all. Good to hear you're having fun with it! I may release a version 3 within a few days to fix a few of the more immediate issues. Still some things I'd really like to get done before a serious release, though most of them are graphic-related so I need to really muster up a lot of courage before my lazy arse will let me tackle them.
Until then, stay tuned? ;P
Hehe, I think you're the first one to have noticed these. The first is a reward for taking out the big badasses, and the second is an undocumented feature designed to help offset its PSI-hungry properties. That and it provides for a quicker way to replenish your power reserves when there's nobody around. Bonuses ahoy!Funky Gnoll wrote:-Blood Money denominations of 5-bm or higher recharge psychic power! The Arch-Vile's 50-bm gem gives almost 50% of the meter back, while the 100-bm "nucleus" dropped by the bosses will refill almost the entire meter.
-Having the Nightmare O. readied increases the rate of psychic power regeneration! I am pretty sure it depends on the Nightmare O.'s level, but I think even the un-upgraded gun will still give a small boost.
The current implementation is really buggy, unfortunately. I've posted a feature suggestion regarding it but it so far hasn't seen any attention either.Funky Gnoll wrote:-Overcharged Ice will sometimes shatter without dealing any damage at all, even if you attach it to a monster first. Not cool!![]()
Heh, turns out I made a silly mistake and forgot to add the THRUACTORS flag to the projectile that spawns the spikes (it's supposed to travel through everything), which is ironic considering that's the entire reason the flag was suggested in the first place. Hehe, thanks for pointing it out. It's fixed for the next version at any rate.Funky Gnoll wrote:-Earth, both overcharged and normal, seems very unreliable. Sometimes it kills everything, sometimes it fails to kill even an Imp.

It's also supposed to cause an explosion on the wall it impacts, but Railgun puffs are nonsense in the way they work. I'll see about improving this at some point -- I agree it's not exactly the most useful power around.Funky Gnoll wrote:-Overcharged Plasma leaves much to be desired.![]()
I don't find myself doing this often, either. It's a great power at first, for groups of small enemies, but it winds up being outclassed by other powers later except for those situations where infighting is a necessity.Funky Gnoll wrote:-Upgrading Gravity past level 1 is not a very appealing option, IMO.
Hehe, I never saw any of these other effects but they sound amusing to say the least. They won't be cropping up any more come version 3, though.Funky Gnoll wrote:-Even when they don't block player movement, burned and disintegrated corpses still block e.g. Needle-gun harpoons and Steel blades, as well as "contributing" to chained Lightning attacks. Disintegrated corpses can still be resurrected by Arch-Viles, even!![]()
It's a damn force to be reckoned with against boss enemies, I've found.Funky Gnoll wrote:-Psycho-powered Nightmare O. seems kind of pointless when you have the other 4 frak-you-machines at your disposal.![]()

@Xuta: I've thought about the idea myself, but I kinda like how fast the weapon switching is, nutty as it may look. Adding a raise/lower animation in such a fashion that would still allow firing, though, would likely look even stranger. A preference thing, I'm afraid it all boils down to. Cursed be my strange taste.

And thanks for the compliments, all. Good to hear you're having fun with it! I may release a version 3 within a few days to fix a few of the more immediate issues. Still some things I'd really like to get done before a serious release, though most of them are graphic-related so I need to really muster up a lot of courage before my lazy arse will let me tackle them.

Until then, stay tuned? ;P
- XutaWoo
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Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
Those first few things are really neat; I still want a buyable, cheap psy-meter refill item, though. 
Also, railguns only spawn puffs when they hit a non-bleeding shootable actor. Even with the explosion, though, the lack of homing and need for pin-point accuracy makes the rail an iffy replacement. You could always replace it with your standard homing ripper projectile, if I haven't missed it already being in the mod.
And the raising animation that you can skip by shooting is something I did in a mini-mod of mine; looks odd, but in general looks much nicer.

Also, railguns only spawn puffs when they hit a non-bleeding shootable actor. Even with the explosion, though, the lack of homing and need for pin-point accuracy makes the rail an iffy replacement. You could always replace it with your standard homing ripper projectile, if I haven't missed it already being in the mod.

And the raising animation that you can skip by shooting is something I did in a mini-mod of mine; looks odd, but in general looks much nicer.
- Orangewaggs
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Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
Deus Vult Level 12 the railgun effect is good for what it's worth , for what you'll take it for plasma is my most fave, the only thing i would change is the way it's thrown(same with all the other powers, Im thinking like Bioshock... different animations) imo, the plasma is one of the better abilities...full upgraded of course
if need i could TRY key word... to do some hand frames with different powers...
if need i could TRY key word... to do some hand frames with different powers...
Re: [WIP] Psychic -- Public Beta #3 [Co-op friendly!]
Surprise! Public Beta Test #3 is out!
Okay, so it's not the definitive new-content-semi-final version I wanted it to be, but it has some significant fixes over #2 that made it worth uploading presently. A few points of interest:
Okay, so it's not the definitive new-content-semi-final version I wanted it to be, but it has some significant fixes over #2 that made it worth uploading presently. A few points of interest:
- Major multiplayer-related fix. Seems that PuzzleItem derivatives don't work in multiplayer well, and was a silly oversight/leftover from Zen's code. An easy fix, and this version is now co-op compatible. Try it!
- Vaporized and burned corpses no longer block things, and are respawnable/resurrectable.
- The Buy scripts have been renumbered (749-753), hopefully leading to less conflicts with map scripts now. Specifically, this means that KDiZD should work flawlessly now.
- New player sounds, for male (from Painkiller) and female (Jedi Knight II). No skins or mugshots for the female side, though... can't do that yet.
- Nightmare shots no longer spawn blue plasma effects when bouncing.
Re: [WIP] Psychic -- Public Beta #3 [Co-op friendly!]
Co-op compatible eh? Nice, I'm downloading the new version now. 

- Orangewaggs
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Re: [WIP] Psychic -- Public Beta #3 [Co-op friendly!]
In KDiZD it wont let you switch weapons at all only powers... i was stuck with only the needle gun 

- TheDarkArchon
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Re: [WIP] Psychic -- Public Beta #3 [Co-op friendly!]
This only happens in automatic mode for me. "Use <weaponname>" at the console works regardlessOrangewaggs wrote:In KDiZD it wont let you switch weapons at all only powers... i was stuck with only the needle gun
- Orangewaggs
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Re: [WIP] Psychic -- Public Beta #3 [Co-op friendly!]
ah i see thanks
what would the weapons be named?
what would the weapons be named?
- TheDarkArchon
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Re: [WIP] Psychic -- Public Beta #3 [Co-op friendly!]
handguns, shotguns, grenadegun, needlegun, nightmare. For the automatic mode versions, prefix auto in front of them, for example, "handguns" becomes "autohandguns". Nightmare Omega does not have an autofire variant (No, "shotguns" is not a typo. At least not on my part)