[1.0.1]The Veteran (New trailer, last hurrah!)

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
Mav3rick
Posts: 966
Joined: Sun Jan 13, 2013 6:48 pm
Location: Hell

Re: [WIP/Release]The Veteran

Post by Mav3rick »

Just helping out like any other :)

Understood the part of want to make a ramdom game play ;)

ok impresion so far....

The shotgunner and chaingunner still dont drop ammo ¬¬ (and i try map 15 to see how much they drop and nope no drop)

Bug ... when runing while have the "Festivity" if u keep the fire buttom press there is no swing animation

Why the "Festivity" rockects dont BOOM?? and since there is no BOOM no radius of damage ¬¬ it sucks

Will be good if you are able to put a charging sound to the Festivity charge shot ;) to know how much is charged

Thanks for the double barrel shoot ^_^

yet another thing... since the Heavy Hitter shoot 4 bullets... why no put a sprite of a shotgun with 4 holes? maybe will look apropiate

and thanks once more for the ammo capacity :D

oh btw do you think there will be a posibility to add the power up for the fist be ramdomly drop by demos and only add 15 of healt to the player?
User avatar
A.Gamma
Posts: 216
Joined: Mon Dec 13, 2010 12:11 am

Re: [WIP/Release]The Veteran

Post by A.Gamma »

Ok now, here is version 0.5 (Damn that was fast!).
Spoiler: Changelog
Download version 0.5!
Mav3rick wrote:Just helping out like any other :)

Understood the part of want to make a ramdom game play ;)

ok impresion so far....

The shotgunner and chaingunner still dont drop ammo ¬¬ (and i try map 15 to see how much they drop and nope no drop)
That should be fixed in this version. :D
Bug ... when runing while have the "Festivity" if u keep the fire buttom press there is no swing animation
Err... I'm not really sure what's causing this. If someone more experienced in Decorate could help me it will be much appreciated.
Why the "Festivity" rockects dont BOOM?? and since there is no BOOM no radius of damage ¬¬ it sucks
The normal rockets are small, so their radius damage is small. :)
Will be good if you are able to put a charging sound to the Festivity charge shot ;) to know how much is charged
Added!
Thanks for the double barrel shoot ^_^
No Problem!
yet another thing... since the Heavy Hitter shoot 4 bullets... why no put a sprite of a shotgun with 4 holes? maybe will look apropiate
That will require an angled quad barrel shotgun sprite. If I can get my hands on one I will definitely try to make it work!
and thanks once more for the ammo capacity :D
Again, no problem.
oh btw do you think there will be a posibility to add the power up for the fist be ramdomly drop by demos and only add 15 of healt to the player?
Hmmm, I will consider it, no promises though.
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US

Re: [WIP/Release]The Veteran

Post by Ed the Bat »

A.Gamma wrote:
Bug ... when runing while have the "Festivity" if u keep the fire buttom press there is no swing animation
Err... I'm not really sure what's causing this. If someone more experienced in Decorate could help me it will be much appreciated.
If you mean when it's out of ammo, that's because holding Fire will bounce it between Reload and Ready states, giving just a 1-tic animation which doesn't call A_WeaponReady, thus no bobbing.
You could fix it with something like this:

Code: Select all

Ready:
	VRKT A 0 A_JumpIfInventory("LauncherClip",1,3)
	VRKT A 0 A_JumpIfInventory("FestivityAmmo",1,2)
	VRKT A 1 A_WeaponReady(WRF_NOFIRE)
	Loop
	VRKT A 1 A_WeaponReady(WRF_ALLOWRELOAD)
	Loop
User avatar
A.Gamma
Posts: 216
Joined: Mon Dec 13, 2010 12:11 am

Re: [WIP/Release]The Veteran

Post by A.Gamma »

Ed the Bat wrote: If you mean when it's out of ammo, that's because holding Fire will bounce it between Reload and Ready states, giving just a 1-tic animation which doesn't call A_WeaponReady, thus no bobbing.
You could fix it with something like this:

Code: Select all

Ready:
	VRKT A 0 A_JumpIfInventory("LauncherClip",1,3)
	VRKT A 0 A_JumpIfInventory("FestivityAmmo",1,2)
	VRKT A 1 A_WeaponReady(WRF_NOFIRE)
	Loop
	VRKT A 1 A_WeaponReady(WRF_ALLOWRELOAD)
	Loop
Will try it! Thanks a lot :D
User avatar
A.Gamma
Posts: 216
Joined: Mon Dec 13, 2010 12:11 am

Re: [WIP/Release]The Veteran

Post by A.Gamma »

Okay guys, here is Version 0.6

Version 0.6
Spoiler: Changelog
Enjoy, and let me know if anything is broken.
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US

Re: [WIP/Release]The Veteran

Post by Ed the Bat »

Glad I could help. :)

I'd be trying this out right now, but I already updated my ZDoom engine to the frighteningly broken r4242, and it looks like it could be a day or so before we get a hotfix. I guess I can just roll back to a working engine. :P

I'm finding Ultimate Freedoom is more fun with this mod attached to it. Granted, some of the monsters will look funny when the new death animations clash with Freedoom's bestiary, but that's to be expected. I think what I like most about this is that the weapons are all rather powerful. They don't feel overly-powerful, but the player also never goes wanting; the relatively small arsenal isn't a problem when every weapon feels useful.

Noticed a few of tiny things so far.
A) the dualies have a very very faint grey spot in the upper-right corner of the first-person graphic. Very hard to see, but once in a while it catches my eye.
B) I'm seeing that Hell Barons now angle their shots by 5 degrees, meaning they fly off to their right (the player's left, if the Baron is shooting at him/her), so one could just stand still during combat if given enough distance.
C) the kick makes a noise when hitting a wall, but is silent when striking an enemy. For that, you'll want to give the kickpuff a SeeSound. And for that matter, you can move the 'wall' sound from DeathSound to AttackSound and do away with the A_Scream command (but make sure the puff exists for at least one tic to let it produce any sounds).

Ah, also just noticed this one: When a gun is out of ammo, it disables the quick-kick altfire. Just change the NOFIRE flag to NOPRIMARY to allow secondary to keep working.
User avatar
A.Gamma
Posts: 216
Joined: Mon Dec 13, 2010 12:11 am

Re: [WIP/Release]The Veteran

Post by A.Gamma »

Ed the Bat wrote:Glad I could help. :)

I'd be trying this out right now, but I already updated my ZDoom engine to the frighteningly broken r4242, and it looks like it could be a day or so before we get a hotfix. I guess I can just roll back to a working engine. :P

I'm finding Ultimate Freedoom is more fun with this mod attached to it. Granted, some of the monsters will look funny when the new death animations clash with Freedoom's bestiary, but that's to be expected. I think what I like most about this is that the weapons are all rather powerful. They don't feel overly-powerful, but the player also never goes wanting; the relatively small arsenal isn't a problem when every weapon feels useful.
Hey glad you're liking it!
Noticed a few of tiny things so far.
A) the dualies have a very very faint grey spot in the upper-right corner of the first-person graphic. Very hard to see, but once in a while it catches my eye.
Damn! I was sure I got rid of that. Will clean up the sprite and include it in the next release.
B) I'm seeing that Hell Barons now angle their shots by 5 degrees, meaning they fly off to their right (the player's left, if the Baron is shooting at him/her), so one could just stand still during combat if given enough distance.
Heh, did not know that could happen. I set the custom missile to -5 since I thought it looked like he actually shot from his hand.
C) the kick makes a noise when hitting a wall, but is silent when striking an enemy. For that, you'll want to give the kickpuff a SeeSound. And for that matter, you can move the 'wall' sound from DeathSound to AttackSound and do away with the A_Scream command (but make sure the puff exists for at least one tic to let it produce any sounds).
Will do, thanks for the explanation. :)
Ah, also just noticed this one: When a gun is out of ammo, it disables the quick-kick altfire. Just change the NOFIRE flag to NOPRIMARY to allow secondary to keep working.
I never use a gun that's out of ammo so I could've never spotted this, thanks a lot.
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US

Re: [WIP/Release]The Veteran

Post by Ed the Bat »

The barons have -5 set as their missile's angle, when I'm guessing you might want to try putting that as their horizontal offset. That way it'll fly at the player, and may look less like it came out of their midsection and more like their hands. Play around with it, see how you like it.
User avatar
Mav3rick
Posts: 966
Joined: Sun Jan 13, 2013 6:48 pm
Location: Hell

Re: [WIP/Release]The Veteran

Post by Mav3rick »

new version tested :)

1... the gore system is... "nah" too much blood jumping all over but no walls have the gore? ¬¬ lol it seems no fit well (personal opinion)
2... Crowd Mower really need to lower the firepower, dunno like 5 or 10 %
3... Crowd Mower hand sprite may get in middle if figthing enemies on lower plane and also may be cut a little so it not take too much screen?
4... Festivity again it need the boom. it will be more rewarding blow a room with enemies than be using it as kind of sniper rifle, didnt use it much since there is no damage radius and to damage many enemies dont work anymore witch cut the gameplay with rooms that have many enemies to kill or damage
5... Festivity can have a big boom or extra explosions by the charge altfire, after the rocket first hit then a chain of explosion may follow ;)
6... 10mm BASS SMG animation, do you think will be able to make it more alive? when shot can be make the barrels retract independent of each other, making it more alive with all the shooting
7... Heavy Hitter shoot sound need to be change for some reason start to sound out of place and lack power

Keep the good work :) and what new crazy ideas may you add on future :D
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US

Re: [WIP/Release]The Veteran

Post by Ed the Bat »

If I can toss up a quick suggetion... the icons at the top of the HUD show me the ammo, but, if it were me, I'd d something like, say, make the weapon icons translucent, and have them turn opaque once the player has collected the corresponding weapon, to offer an at-a-glance reference of which ones I've picked up. My memory's not as sharp as it was when I was younger. :P
User avatar
A.Gamma
Posts: 216
Joined: Mon Dec 13, 2010 12:11 am

Re: [WIP/Release]The Veteran

Post by A.Gamma »

Mav3rick wrote:new version tested :)

1... the gore system is... "nah" too much blood jumping all over but no walls have the gore? ¬¬ lol it seems no fit well (personal opinion)
Sorry, I can't really agree with you here, I love Burl Tumd's gore system as it reminds me of Shadow Warrior or Blood.
2... Crowd Mower really need to lower the firepower, dunno like 5 or 10 %
Hmmm, I'm not really sure about that, I love it being powerful since it was meant to be a crowd control weapon. Some input from other members will be helpful here.
3... Crowd Mower hand sprite may get in middle if figthing enemies on lower plane and also may be cut a little so it not take too much screen?
Err... I'm not sure I follow. You mean like making the sprite smaller? Or moving it so it will take less space in-game?
4... Festivity again it need the boom. it will be more rewarding blow a room with enemies than be using it as kind of sniper rifle, didnt use it much since there is no damage radius and to damage many enemies dont work anymore witch cut the gameplay with rooms that have many enemies to kill or damage
5... Festivity can have a big boom or extra explosions by the charge altfire, after the rocket first hit then a chain of explosion may follow ;)
You know, this is actually a great idea, will definitely add it to the next version. :D
6... 10mm BASS SMG animation, do you think will be able to make it more alive? when shot can be make the barrels retract independent of each other, making it more alive with all the shooting
Another good idea, though it will take a while to implement since I will have to redraw part of Zrrion's sprite and I'm not that skilled with photoshop.
7... Heavy Hitter shoot sound need to be change for some reason start to sound out of place and lack power
You mean both of them? Or just the single shot sound? If it's the latter I agree and will change it once I find a replacement.
Keep the good work :) and what new crazy ideas may you add on future :D
Thanks, it's good motivation to see people like this. :D
Ed the Bat wrote:If I can toss up a quick suggetion... the icons at the top of the HUD show me the ammo, but, if it were me, I'd d something like, say, make the weapon icons translucent, and have them turn opaque once the player has collected the corresponding weapon, to offer an at-a-glance reference of which ones I've picked up. My memory's not as sharp as it was when I was younger. :P
Heh, I was actually thinking of adding something similar for the next version as surprise content. Guess it won't be so much of a surprise now.
User avatar
Mav3rick
Posts: 966
Joined: Sun Jan 13, 2013 6:48 pm
Location: Hell

Re: [WIP/Release]The Veteran

Post by Mav3rick »

A.Gamma wrote: Sorry, I can't really agree with you here, I love Burl Tumd's gore system as it reminds me of Shadow Warrior or Blood.
i know what you mean i played both games too that is why i say the blood no left a trail or splat like those games did... and also i say personal opinion no need to be change and understand your point ;)
Hmmm, I'm not really sure about that, I love it being powerful since it was meant to be a crowd control weapon. Some input from other members will be helpful here.
point taken ;)
Err... I'm not sure I follow. You mean like making the sprite smaller? Or moving it so it will take less space in-game?
yes the sprite is too big and take many space, that is why as you can see no many weapons in doom are made in the angle
You mean both of them? Or just the single shot sound? If it's the latter I agree and will change it once I find a replacement.
maybe will be better both to do a rebalance

and dont worry no need to rush all will come into place :)
User avatar
A.Gamma
Posts: 216
Joined: Mon Dec 13, 2010 12:11 am

Re: [WIP/Release]The Veteran

Post by A.Gamma »

Mav3rick wrote:
...maybe will be better both to do a rebalance...
Rebalance? What for? Weren't we just talking about sounds? Or did I misunderstood something? D:
User avatar
Mav3rick
Posts: 966
Joined: Sun Jan 13, 2013 6:48 pm
Location: Hell

Re: [WIP/Release]The Veteran

Post by Mav3rick »

A.Gamma wrote: Rebalance? What for? Weren't we just talking about sounds? Or did I misunderstood something? D:
yes we are talking about sounds :)
Steve1664
Posts: 259
Joined: Thu May 19, 2011 2:07 pm

Re: [WIP/Release]The Veteran

Post by Steve1664 »

Sorry to bother, but would it be possible to create a mirror for downloading the mod while DRD Team is down?

Return to “Gameplay Mods”