GVHv2 - Beta 7 Released!

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
Amuscaria
Posts: 6628
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: GVH - Cold Demise Released!

Post by Amuscaria »

Oh yes, there is also minor problem with Santa's weapon selection order. Whenever I run out of ammo with the Star Launcher, it switches to the Holly, which is useless. The snow gun should have priority, IMO. The Star Launcher also causes some massive de-synch/lagfest if 2 or more people fire them at the same time. I'm guessing this is due to the fact that the smaller stars that are being launched cause damage and aren't client-side only. Perhaps some full-area damage from the main projectile itself instead of spewing out the stars will help ease this. Other than that, the only other minor suggestion I have is that Santa could use some new player sprites.
User avatar
Cutmanmike
Posts: 11335
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom
Contact:

Re: GVH - Cold Demise Released!

Post by Cutmanmike »

Eriance wrote:Perhaps some full-area damage from the main projectile itself instead of spewing out the stars will help ease this.
Good idea, I'll do this.
User avatar
Captain Ventris
Posts: 4605
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: GVH - Cold Demise Released!

Post by Captain Ventris »

Eriance wrote:Other than that, the only other minor suggestion I have is that Santa could use some new player sprites.
Yeah, bug Xim, Ghastly, or Toenail. They seem pretty available. Or, you know, bug Vader. Or Eriance ;).
User avatar
Ethril
Posts: 2677
Joined: Sun Nov 16, 2008 2:59 am
Location: with you in the dark

Re: GVH - Cold Demise Released!

Post by Ethril »

Cutmanmike wrote:Good idea, I'll do this.
Make it spew non-damaging stars, at least. :P
Although, I haven't seen any lag from the Star Launcher. Then again, I also haven't seen 2 Santa players at the same time.

Anyway, gameplay comments/suggestions:

CD:
Santa:
-Buff snowball launcher's primary fire slightly.
-Make the Holly traps less random; I ran over two of them as a Ghoul and one did 3 while the other did around 20.
--Also, I managed to kill a Sjas with the secondary fire. I am *so* awesome.

Frostbite:
-Could do with being a little faster. I couldn't keep up with the humans most of the time.
-I don't know if I was just missing or something, but the primary fire doesn't seem to do a whole lot of damage.
-Increased resistance to ice arrows would be nice.
--Slight weakness to fire arrows to balance it out would work too.

EW:
Ghostbuster:
-Can hardly wait for the update. :P

Choke:
-I've always felt he needed to jump a bit higher. At least enough to clear the fence in that alley in Urban Decay.


And I gotta go right now; I'll post anything else later if I remember.
User avatar
Cutmanmike
Posts: 11335
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom
Contact:

Re: GVH - Cold Demise Released!

Post by Cutmanmike »

Is there any flag or anything that DOESN'T randomize the damage for projectiles in doom? If not then it will have to stay random I'm afraid.
User avatar
Dark-Assassin
Posts: 742
Joined: Thu Mar 19, 2009 3:40 am
Location: South Australia

Re: GVH - Cold Demise Released!

Post by Dark-Assassin »

Damage (Amount) - That will do exact damage to hp.
It is much different than the other damage system.
EG.
Damage (35) - will do 35 damage always
Damage (Random(10,20)) - Will do a random damage between 10 and 20
User avatar
Captain Ventris
Posts: 4605
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: GVH - Cold Demise Released!

Post by Captain Ventris »

Cutmanmike wrote:Is there any flag or anything that DOESN'T randomize the damage for projectiles in doom? If not then it will have to stay random I'm afraid.
Random is fine, I just mean to try and reduce the range of damage, as in a higher minimum damage, like Damage(Random(10,35)) or whatever, as demonstrated above. It would make the Holly more reliable.
User avatar
Cutmanmike
Posts: 11335
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom
Contact:

Re: GVH - Cold Demise Released!

Post by Cutmanmike »

Ugh! How long has that been available?! I need to learn to ask more often.
User avatar
Captain Ventris
Posts: 4605
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: GVH - Cold Demise Released!

Post by Captain Ventris »

Cutmanmike wrote:Ugh! How long has that been available?! I need to learn to ask more often.
At least as long as I have known Decorate, but most likely longer. ;)
User avatar
XutaWoo
Posts: 4005
Joined: Sat Dec 30, 2006 4:25 pm
Location: beautiful hills of those who are friends
Contact:

Re: GVH - Cold Demise Released!

Post by XutaWoo »

Think around when DECORATE started allowing Action functions.
User avatar
Zippy
Posts: 3302
Joined: Wed Mar 23, 2005 5:31 pm
Location: New Jersey

Re: GVH - Cold Demise Released!

Post by Zippy »

Not quite that old, but the expression evaluator was indeed added years ago.
Scuba Steve
Posts: 1059
Joined: Sat Mar 27, 2004 8:56 pm

Re: GVH - Cold Demise Released!

Post by Scuba Steve »

Cutmanmike wrote:Ugh! How long has that been available?! I need to learn to ask more often.
I requested it a few years ago for Urban Brawl!
User avatar
Ethril
Posts: 2677
Joined: Sun Nov 16, 2008 2:59 am
Location: with you in the dark

Re: GVH - Cold Demise Released!

Post by Ethril »

Please don't get rid of the Hunter's vertical lightning attack; It's awesome, albeit rarely useful. Just give it a larger radius or have it do splash damage or something.

Dodge a charging Jitterskull at the last second, and leave a lightning column behind. POW.
Spot a Sjas lurking near the ceiling. ZAP.
Get chased by a particularly foolish player of any class (especially if it's down a narrow corridor). BAM.

Yes, I've gotten kills with it in each of those ways. Multiple times, in fact.
User avatar
Cutmanmike
Posts: 11335
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom
Contact:

Re: GVH - Cold Demise Released!

Post by Cutmanmike »

I'm not removing it, I'm making it better
User avatar
Cutmanmike
Posts: 11335
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom
Contact:

Re: GVH - Cold Demise Released!

Post by Cutmanmike »

http://cutstuff.net/blog/?p=1782

GVH:CD second version. Frostbite should be happier now
Post Reply

Return to “Gameplay Mods”