Satanic Redux V10.8 Released! 5/31/12

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amv2k9
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Re: Satanic Redux V7 Released! 8/21/11

Post by amv2k9 »

Wargasm92 wrote:...no matter what I pressed, I couldn't get the shotgun (Defiler?) to reload at all. I could fire one shot, then reload one (!) shot, and rinse and repeat, but I couldn't get it to reload the full seven/whatever at all. You might want to look into that.
You did notice that I changed the way the reloads work, right? Reloading shells individually isn't a glitch, but how I designed it to work; I realized that the extra long reload time of a full 7-shell reload was just waaay too long, so this way the player can decide how much and when to reload. You can also press and hold Reload to quickly reload as many shells as you like (until it's either full or you release the button).
KILLER2 wrote:Now...if you also made some maps for it.Don't get me wrong,gameplay mods are interesting,but they get boring quick.
I don't know how to make maps, and it would take me a while to make anything worth packaging with this mod. And I have to agree with TerminusEst13; I myself prefer maps that don't change the weapons, so that you can load it up with whatever weapon mods you want. Too often, even if the maps are good themselves, the weapon modifications are pointless (changing glove color, or replacing graphics, but not changing actual code), or just not good.
EDIT:You say the Kindred Jenesis is a replacement for the Chainsaw in the text file.Later in the text file you say it replaces the soulsphere...what? Anyway,it clearly doesn't replace the chainsaw,which is actually a big mana pickup.
Also,the Dark Chaos Magic is not a starting item as stated in the textfile.
Thanks for reminding me about those typos.
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Wargasm92
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Re: Satanic Redux V7 Released! 8/21/11

Post by Wargasm92 »

Ah, no, but the problem was I could only ever reload one (one! aaargh!) shell at a time, and then no more. I had to fire the shotgun, which got rid of the one loaded shell, and I could then reload another (singular) shell. But, no matter what I tried, I could not get the shotgun to reload anymore than one shell in the magazine at a time. Does that explain it better?
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amv2k9
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Re: Satanic Redux V7 Released! 8/21/11

Post by amv2k9 »

Wargasm92 wrote:Ah, no, but the problem was I could only ever reload one (one! aaargh!) shell at a time, and then no more. I had to fire the shotgun, which got rid of the one loaded shell, and I could then reload another (singular) shell. But, no matter what I tried, I could not get the shotgun to reload anymore than one shell in the magazine at a time. Does that explain it better?
Wierd. Is anybody else having this problem? It hasn't happened to me. I would ask what version of GZDoom you're running, but the reloading is accomplished with inventory techniques that have been in GZDoom for a long, long time.
Does Speed Reload (press & hold the button assigned to Reload) work for you?
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Re: Satanic Redux V7 Released! 8/21/11

Post by atar »

Is it possible to release a version of satanic redux for the plain zdoom please? And something else pls: How is possible to have and indication on the screen about the ammo and and the health? Thnx in advance
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Wargasm92
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Re: Satanic Redux V7 Released! 8/21/11

Post by Wargasm92 »

It might be that I'm not using GZDoom. I normally use Skulltag to test mods, just because it's quicker (I have a shortcut to both on my desktop, but I've been using Skulltag for longer -- multiplayer, mainly, but hey) so that might be causing the problem. I'll check it out, but until then...

Wargasm92, out.

P.S. Nope, this "speed reload" did not work.
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amv2k9
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Re: Satanic Redux V7 Released! 8/21/11

Post by amv2k9 »

atar wrote:Is it possible to release a version of satanic redux for the plain zdoom please?
I'll think about it. There's more to making a ZDoom version than just yanking out the GLDEFS lump; SR takes advantage of alpha transparencies, and that stuff looks hideous when viewed in ZDoom. Try looking at an explosive barrel up close or just switch to the M.Eagle's scope in ZDoom to see what I mean.
And something else pls: How is possible to have and indication on the screen about the ammo and and the health? Thnx in advance
Uh, there already is an HUD showing ammo & health.
Wargasm92 wrote:It might be that I'm not using GZDoom. I normally use Skulltag to test mods... so that might be causing the problem.
P.S. Nope, this "speed reload" did not work.
I don't really know how far behind Skulltag is in comparison to GZDoom, but I think this is the problem. Speed Reloads work just fine for me, and I always use GZDoom to test this.

I can't reproduce the problems you had, but in further testing, I discovered another one: If you try to reload the shotgun with a partially empty magazine, and there is no reserve ammo, the game freezes. This is fixed for version 8.

If anyone's wondering about whether I'm going to add more altfires to attacks enemies use when you're posessing them, I dunno if I'll be able to; a lot of it is done in ACS and I really don't know yet how to reproduce these scripts.
Last edited by amv2k9 on Mon Aug 29, 2011 2:29 pm, edited 1 time in total.
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amv2k9
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Re: Satanic Redux V8 Released! 8/28/11

Post by amv2k9 »

Version 8 is now out! Check the first post for the download.

V8 Changelog:

Gameplay Changes/Fixes:
-The Third Eye (pistol scope) hotkey has evolved into an entirely new feature: Tertiary Attack. What this function does depends on the weapon you have equipped when pressing its assigned key:
  • -When Blood Magic is equipped, you'll do an AoE (Area of Effect) Mana Ritual, raising corpses in a wide radius around you and regaining Mana from them, for a cost of 5 health.

    -When the Maledictory Eagle is equipped, you'll activate the scope. This functions just as it did in previous versions of SR.

    -When the Defiler Shotgun is equipped, you'll swipe at an enemy with the weapon. Damage is minimal, but this Mana-charged melee attack knocks foes back, and reflects projectiles and bullets. Twenty Mana will be expended per use.

    -If the button is pressed when any other weapon besides the above three is equipped, you'll switch to the Maledictory Eagle.
-Raised minions now have half again as much health.
-Book of Shadows now properly removes itself when used to summon a Shadow.
-Akimbo Chaingunner enemy removed.
-Previously, attempting to reload the Shotgun when there were no shells in reserve would crash the game. This is now fixed.

Cosmetic Changes/Fixes:
-A new "Tips" page appears when pressing F1 at the titlepic. In addition, the credits page shows properly now, which it didn't in the original mod. There is also a new secondary credits page for acknowledgement of those who made assets used in the making of Satanic Redux.
-DECORATE & GLDEFS corrected for Demolisher.
-Brightmaps added for applicable vanilla Doom enemies, as well as the Demolisher and Radioactive Barrel.

Performance Changes/Fixes:
-Flames spawned during Mana Ritual now do a sight check as they're spawning; if the player can't see it, it will spawn without a dynamic light, improving performance.
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Big C
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Re: Satanic Redux V8 Released! 8/28/11

Post by Big C »

Oh, wow. Just wanted to say I *love* this mod. :D It was good before you added your tweaks, but you made it more polished and much prettier.

Thought you might want to know the Maledictory Eagle's tertiary fire doesn't look right in 16:9 ratio resolution.

Also, using the blood ritual on the "bloody mess" type of remains sometimes reassembles the remains into a functional but oddly nonaggressive zombieman. Using the ritual again tends to glitchily turn it back into bloody mess, and using the ritual again reassembles it into a marine corpse and then provides you the mana. Weird glitch there.

I appreciate the features you've added to the shotgun. Having a weapon that can get past those Imp Warlord's tendencies to stonewall me is most handy.
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amv2k9
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Re: Satanic Redux V8 Released! 8/28/11

Post by amv2k9 »

Big C wrote:Oh, wow. Just wanted to say I *love* this mod. :D It was good before you added your tweaks, but you made it more polished and much prettier.
Thanks for playing the mod!
Thought you might want to know the Maledictory Eagle's tertiary fire doesn't look right in 16:9 ratio resolution.

Also, using the blood ritual on the "bloody mess" type of remains sometimes reassembles the remains into a functional but oddly nonaggressive zombieman. Using the ritual again tends to glitchily turn it back into bloody mess, and using the ritual again reassembles it into a marine corpse and then provides you the mana. Weird glitch there.
The scope graphics not looking right in widescreen I can fix, but the resurrection glitch... Well, it was a problem in the original Satanic, and I have no idea what causes it.
I appreciate the features you've added to the shotgun. Having a weapon that can get past those Imp Warlord's tendencies to stonewall me is most handy.
I intended there to be another enemy that has a shield so that the piercing effects of stocked shell attacks is even more useful. I may add this at a later date.

EDIT: I've also come up with a new method for the tertiary AoE Mana Ritual attack for Blood Magic. Uses less actors, possibly better performance. Unfortunately, it's still not very reliable (rituals corpses twenty feet behind you on the other side of a wall, but not the one right next to you).
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amv2k9
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Re: Satanic Redux V9 Released! 10/31/11

Post by amv2k9 »

Version 9 is now out! Check the first post for the download.

V9 Changelog:

Gameplay Changes/Fixes:

-Method for the tertiary AoE Mana Ritual attack for the Blood Magic changed; should be better at consuming corpses.
-Increased the number of pellets the Defiler fires in standard primary fire mode.
-When 7 shells are stocked in the Defiler and the tertiary attack is used, instead of reflecting projectiles it will do an ultra-powerful melee attack and a spray of charged pellets.
-Previously, holding down the fire button with the Defiler would cause the gun to fire infinitely even if no shells were loaded. This has been fixed.
-The Leech has recieved balancing and upgrades and is now available in normal play. Primary fire works much as it did before; it deals considerable damage and steals Mana from enemies. The secondary attack works differently; tap the secondary fire button with the proper timing to execute up to a three-hit combo. Each attack does more damage than the last, and the 3rd hit will siphon life from enemies.

Cosmetic Changes/Fixes:
-Changed muzzle flash for Defiler.
-Scope graphics for the Maledictory Eagle are now widescreen-friendly.
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Big C
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Re: Satanic Redux V9 Released! 10/31/11

Post by Big C »

I'm still not entirely sold on the new reload scheme for the shotgun, on account of when I was playing (OBLIGE wad with medium difficulty settings) I got the shotgun before I got enough mana to speedload it without hurting myself, as OBLIGE wads tend to spawn you in the thick of it and I was pressed for weaponry.

On the other hand, changing the monster count from "Normal" to "Progressive" made it more manageable. And Blood Magic is the great equalizer against Barons. :D

(I always test gameplay mods with OBLIGE levels, ya see. Try this mod with Jimmy's Jukebox and the Hexen/Hexen II/Heretic soundtracks sometime!)
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bleant
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Re: Satanic Redux V9 Released! 10/31/11

Post by bleant »

The download link is dead for me. I have not entirely run through the whole topic though, I'm going to read more into this and
then'll make a post.

Whoa, it looks pretty good both cosmetically and gameplay-wise, I like the black-and-white scheme, it makes the mod more satanic, and the skills seem pretty awesome! I'll play when the link is fixed and give more feedback on this.
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amv2k9
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Re: Satanic Redux V9 Released! 10/31/11

Post by amv2k9 »

bleant wrote:The download link is dead for me.
I just tried the link a minute ago and it downloaded successfully.
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Re: Satanic Redux V9 Released! 10/31/11

Post by bleant »

It's back on, forgot to post.
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amv2k9
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Re: Satanic Redux V10 Released! 11/14/11

Post by amv2k9 »

Version 10 is now out! Check the first post for the download.

V10 Changelog:

Gameplay Changes/Fixes:

-Modifications made to the Leech: Previously, the health draining attack of the secondary fire was attainable through a three-hit combo. Now this is also true of the Mana-draining attack of the primary fire.
-The health-draining secondary fire combo finisher of the Leech now costs 10 Mana.
-The Vengeful now has a spreadshot of explosive pellets as its primary fire. The high-damage, wide AoE projectile attack of the original Vengeful has been moved to secondary fire, and costs 10 Mana in addition to two ammo units.
-Imp Warlords cannot block attacks by the Leech.
-The Defiler ammo capacity has been increased from 7 ro 8, and reserve shotgun ammo decreased from 28 to 24 (56 to 48 w/ backpack), respectively.
-The random weapon spawner that replaces the Megasphere will now drop a large soul energy along with any one of the three weapons it spawns: the Leech, Vengeful or Book of Shadows.
-Puddles of damagaing waste reamin after Radioactive Barrels are destroyed (the black kind with a red trefoil design). These dissipate after a while.

Cosmetic Changes/Fixes:
-A switch type that was green in standard Doom has been recolored to red in order to stand out better in SR's noir palette.
-Brightmaps added to the HUD sprites of the Blood Magic, Maledictory Eagle, Leech, Kindred Genesis, and Mind Control Gauntlets weapons.
-Special effects added to the Leech's primary and secondary attack combo finisher.
-Some stray pink pixels on the hands of the Blood Magic's ready frames have been cleaned up.
-Fixed miscolored thumbnail in one of the Kindred Genesis' firing frames.
-New pickup messages for weapons & some ammo types.
-New corpses & gore decor to replaces the standard Meat* actors.

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