Sangelothi Mods (NeoCore v5 RELEASED PG.26)
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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.
Re: Sangelothi Mods (NeoCore v2 is up)
Nice wad! I tried to make something like this, but I never got around to finishing it. I have a couple sprites, like a sniper rifle, it was just laying around my files. Go ahead and use it.
- Attachments
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sniper.wad
- Quick wad for the weapon, replaces chaingun as slot 4.
- (229.84 KiB) Downloaded 51 times
- Mánibranðr System
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Re: Sangelothi Mods (NeoCore v2 is up)
Probably Zandronum compatibility. Zandronum is THAT backwards, yes.wildweasel wrote:Out of curiosity, is there any particular reason you're still using the old "IsReloading" method as opposed to the newer, simpler method using A_WeaponReady(WRF_ALLOWRELOAD)?
Re: Sangelothi Mods (NeoCore v2 is up)
machete too much powerfull,shotgun: can you please change weapon skin a litle? fear like smg: this one have reflex sight on top-there is chance add there alt atack mode[zoomed wiew] .. ammo drops from emeny are very rare... i tryed cj & original mod file ...
- Captain J
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Re: Sangelothi Mods (NeoCore v2 is up)
http://www.mediafire.com/?mbchag3ki43x695
alrighty, here's some fixed version. i just fixed some texts about non-realies and burning tiny amounts of ammo what vict said before.
anyway i hope shotgun's sprite should be changed what wolf00 said though. bit over-used for neocore, and out of shades.
alrighty, here's some fixed version. i just fixed some texts about non-realies and burning tiny amounts of ammo what vict said before.
anyway i hope shotgun's sprite should be changed what wolf00 said though. bit over-used for neocore, and out of shades.
Re: Sangelothi Mods (NeoCore v2 is up)
Just played with NeoCore a bit earlier, it's a nice solid mod. It doesn't add anything really innovative or anything, but the weapons are fun to use and feel meaty and satisfying. My only suggestion would be that the Shotgun's firing sound feels a bit too tinny/sharp for the gun's sprites. I would swap it for a slightly softer sound to go with the gun itself - also not sure if you can do much about this but the ricochet sounds (I guess?) also sound a bit too loud with the shotgun as well, due to the high amount of them I suppose.
Some alt-fires would be nice, like a little zoom for the SMG, but none the less it was good stuff.
Some alt-fires would be nice, like a little zoom for the SMG, but none the less it was good stuff.
Re: Sangelothi Mods (NeoCore v2 is up)
Okay, I've been desperately trying anything I can think of and changing different variables in SBARINFO in attempts to make the HUD smaller. But to no avail, either GZDOOM crashes or it ends up just removing the bar. Is there a global variable to change to change the overall size? As Steve1664 said, we're using 1920x1080 and it's covering up about a quarter of the screen size. (With stretching enabled. Turning it off makes it super tiny instead.)
- wildweasel
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Re: Sangelothi Mods (NeoCore v2 is up)
Perhaps try the top-level command, Resolution, as described at [wiki]SBARINFO[/wiki]:
Resolution <x>, <y> Sets the base resolution for the status bar. By default this is 320x200.
- Sangelothi
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Re: Sangelothi Mods (NeoCore v2 is up)
If the HUD is a big issue right now...you could just grab the graphics and SBARINFO from the old version and paste it over the new one 
I've already changed the HUD back to the old one for the next version. I also took the liberty to change the armor icon and bar on the old HUD to blue to match the shield pick ups...looks pretty cool. (I darkened the main HUD graphic just a tad so the blue stands out better) I've also changed the shotgun sound back to the older version with the exception of the shell insertion sound which I changed for file size reasons (originally it was three variations for the reloading. In v2 and currently, it is one sound file)
The Machete damage has been reduced slightly (Now 12, from 15)
I don't have any plans to add an altfire to the Gut Pincher to make it look through the sight and become accurate. That would defeat the whole downfall the weapon is supposed to have. Would it be better if I changed the look of the Gut Pincher to a gun that doesn't have a sight???
Thanks for the feedback everybody

I've already changed the HUD back to the old one for the next version. I also took the liberty to change the armor icon and bar on the old HUD to blue to match the shield pick ups...looks pretty cool. (I darkened the main HUD graphic just a tad so the blue stands out better) I've also changed the shotgun sound back to the older version with the exception of the shell insertion sound which I changed for file size reasons (originally it was three variations for the reloading. In v2 and currently, it is one sound file)
The Machete damage has been reduced slightly (Now 12, from 15)
I don't have any plans to add an altfire to the Gut Pincher to make it look through the sight and become accurate. That would defeat the whole downfall the weapon is supposed to have. Would it be better if I changed the look of the Gut Pincher to a gun that doesn't have a sight???
This is semi on purpose. One thing I'm trying to get through to the player with this mod, is the whole niche/situation specialty of the guns. If you go around gunning with a gun just because, the player SHOULD find ammo to become an issue...hopefully not too much of an issue though. I'm trying to balance it so the player can still run around and gun and have fun with the arsenal. But playing smart with the arsenal will greatly benefit the player as far as ammo and whatnot. Actually, switching guns is semi-instant so the player can quickly pull out the best gun for the situation. My best example is the Honor-Anarchy Plasma Rifle, using the altfire on stronger enemies is not a horrible idea, but it's a big waste of ammo. Those Anarchy shots are best saved for a group of small fry. Sometimes if there is a crowd of infantry and a few Barons, I'll use the anarchy shot to quickly rid the small guys, and switch to a different, more single-enemy focused weapon (Stone Squid) to deal with the Barons. If you're constantly running into issues with having no ammo though, even after my little tip here for playing more situational...then I'll take a look into toying around with the ammo drop frequencywolf00 wrote:ammo drops from emeny are very rare...

Thanks for the feedback everybody

Re: Sangelothi Mods (NeoCore v2 is up)
Oh my god, do I feel stupid. I even tried to open the older version and "compared" the two and tried to look for differences. Why didn't I just do that? (I don't exactly code, instead I just experiment and look up what I want to change on wikis and hope for the best.) But either way, thanks Sang and Weasel.Sangelothi wrote:If the HUD is a big issue right now...you could just grab the graphics and SBARINFO from the old version and paste it over the new one
EDIT: (Hmm...doesn't seem to work. This is what I have) Doesn't seem to change anything. Is the code in the right spot?
Code: Select all
height 32;
interpolatehealth true, 4;
interpolatearmor true, 4;
completeborder true;
resolution 320, 200;
//monospacefonts true, "1";
statusbar FullScreen, fullscreenoffsets
.
.
.
.
- Sangelothi
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Re: Sangelothi Mods (NeoCore v2 is up)
I'd delete the SBARINFO and the graphics entirely from the new one, and just copy the old SBARINFO and such into the new one...that's pretty much how I changed it back for the next version...I suppose after a few more fixes, I could just release v2.1 or whatever with the HUD fixed and all 

Re: Sangelothi Mods (NeoCore v2 is up)
ammo for basic player pistol can be easy to get[this is first gun in your hand at start].... ok reflex sigt is purely cosmetic ?
Plasma rifle,there is a reason to add reload,maybe this gun from som kind of power cells or something similar ...
Plasma rifle,there is a reason to add reload,maybe this gun from som kind of power cells or something similar ...
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Re: Sangelothi Mods (NeoCore v2 is up)
pistol ammo is very easy to found. like a zombieman replacement enemies, even imp drops pistol ammo too...if lucky.
and i think i agree about reload for plasma rifle. every weapons but melee weapon and plasma rifle got their own reloads, even disc launcher.
also scrap cannon does not having a reload too. should be awesome if scrap cannon reloads like a shotgun though.
and i think i agree about reload for plasma rifle. every weapons but melee weapon and plasma rifle got their own reloads, even disc launcher.
also scrap cannon does not having a reload too. should be awesome if scrap cannon reloads like a shotgun though.
Re: Sangelothi Mods (NeoCore v2 is up)
Oh yeah....the GRAPHICS. I was wondering why I was seeing two HUDs when I tried that.Sangelothi wrote:I'd delete the SBARINFO and the graphics entirely from the new one, and just copy the old SBARINFO and such into the new one...that's pretty much how I changed it back for the next version...I suppose after a few more fixes, I could just release v2.1 or whatever with the HUD fixed and all
Re: Sangelothi Mods (NeoCore v2 is up)
Okay, I switched the HUD back AND the graphics. It's back to it's original size now. However, the only reason I was trying to just decrease the new HUD was because I liked the fact that the new HUD instantly showed how much ammo you have with the new weapon out, instead of having the numbers scroll/do a slot-machine effect. While it was cool for a while, it's a long period of waiting when going from a weapon that has large weapon capacity to a smaller one. You never know when you'll need to know how much ammo you have mid-fight, less you run out and get yourself killed. The scroll effect didn't make it back in the new update did it? 

- Sangelothi
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Re: Sangelothi Mods (NeoCore v2 is up)
No...here's the original code WITHOUT the ammo scrolling...just copy-pasta over the new code
Code: Select all
height 32;
interpolatehealth true, 4;
interpolatearmor true, 4;
completeborder true;
//monospacefonts true, "1";
statusbar FullScreen, fullscreenoffsets
{
drawimage "MAINHUD", 3, -70;
drawbar "HPBAR", "BARBACKS", Health, Horizontal, 41, -67;
drawbar "APBAR", "BARBACKS", Armor, Horizontal, 41, -31;
drawnumber 3, CONFONT, Red, Health, interpolate(4), drawshadow, 82, -66;
drawnumber 3, CONFONT, Green, Armor, interpolate(4), drawshadow, 82, -30;
gamemode cooperative, singleplayer
{
drawswitchableimage BlueCard, "nullimage", "STKEYS0", 5, -63;
drawswitchableimage YellowCard, "nullimage", "STKEYS1", 5, -48;
drawswitchableimage RedCard, "nullimage", "STKEYS2", 5, -33;
drawswitchableimage BlueSkull, "nullimage", "STKEYS3", 5, -58;
drawswitchableimage YellowSkull, "nullimage", "STKEYS4", 5, -43;
drawswitchableimage RedSkull, "nullimage", "STKEYS5", 5, -28;
}
//ammo
drawbar "AMMOBAR", "BARBACKS", ammo1, Horizontal, 41, -49;
usesammo
{
//secondary ammo and inventory
usessecondaryammo
{
drawnumber 3, CONFONT, Yellow, ammo2, drawshadow, 82, -48;
inventorybarnotvisible
{
drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, CONFONT, -112, -25, -100, -17, Blue;
}
}
//no secondary ammo
usessecondaryammo not
{
inventorybarnotvisible
{
drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, CONFONT, -112, -25, -100, -17, Blue;
}
}
}
usesammo not
{
inventorybarnotvisible
{
drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, CONFONT, -112, -25, -100, -17, Blue;
}
}
Gamemode Deathmatch
{
drawstring HUDFONT_DOOM, Green, "Frags:", 124, -44;
drawnumber 3, HUDFONT_DOOM, Red, Frags, drawshadow, 158, -64, 1;
}
/*
//The Bars.
drawbar "MANAVL1", "MANAVL1D", AMMO Mana1, Horizontal, -140, -22;
drawbar "MANAVL2", "MANAVL2D", AMMO Mana2, Horizontal, -140, -38;
drawbar "MANAVL3", "MANAVL3D", AMMO MP, Horizontal, -140, -54;
//Their Shaders
drawshader 24, 14, Horizontal, -140, -22;
drawshader 24, 14, Horizontal, -140, -38;
drawshader 24, 14, Horizontal, -140, -54;
drawshader 24, 14, Horizontal, reverse, -38, -22;
drawshader 24, 14, Horizontal, reverse, -38, -38;
drawshader 24, 14, Horizontal, reverse, -38, -54;
//Their 'caps'
drawimage "BARCA0", -150, -22;
drawimage "BARCA0", -150, -38;
drawimage "BARCA0", -150, -54;
drawnumber 4, CONFONT, Green, AMMO Mana1, -155, -18, 0;
drawnumber 4, CONFONT, Green, AMMO Mana2, -155, -34, 0;
drawnumber 4, CONFONT, Green, AMMO MP, -155, -50, 0;
drawselectedinventory artiflash, INDEXFONT_RAVEN, -220, -47;
*/
}
statusbar Automap
{
drawimage "STBAR", 0, 168;
drawimage "STTPRCNT", 90, 171;
drawimage "STTPRCNT", 221, 171;
drawnumber 3, HUDFONT_DOOM, untranslated, ammo1, 44, 171;
drawnumber 3, HUDFONT_DOOM, untranslated, health, 90, 171;
drawnumber 3, HUDFONT_DOOM, untranslated, armor, 221, 171;
//keys
drawswitchableimage keyslot 2 && 5, "nullimage", "STKEYS0", "STKEYS3", "STKEYS6", 239, 171;
drawswitchableimage keyslot 3 && 6, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", 239, 181;
drawswitchableimage keyslot 1 && 4, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", 239, 191;
drawnumber 3, INDEXFONT, gold, ammo Clip, 288, 173;
drawnumber 3, INDEXFONT, gold, ammo Shell, 288, 179;
drawnumber 3, INDEXFONT, gold, ammo RocketAmmo, 288, 185;
drawnumber 3, INDEXFONT, gold, ammo Cell, 288, 191;
drawnumber 3, INDEXFONT, gold, ammocapacity Clip, 314, 173;
drawnumber 3, INDEXFONT, gold, ammocapacity Shell, 314, 179;
drawnumber 3, INDEXFONT, gold, ammocapacity RocketAmmo, 314, 185;
drawnumber 3, INDEXFONT, gold, ammocapacity Cell, 314, 191;
gamemode deathmatch, teamgame
{
drawnumber 2, HUDFONT_DOOM, untranslated, frags, 138, 171;
}
gamemode cooperative, singleplayer
{
drawimage "STARMS", 104, 168;
drawswitchableimage weaponslot 2, "STGNUM2", "STYSNUM2", 111, 172;
drawswitchableimage weaponslot 3, "STGNUM3", "STYSNUM3", 123, 172;
drawswitchableimage weaponslot 4, "STGNUM4", "STYSNUM4", 135, 172;
drawswitchableimage weaponslot 5, "STGNUM5", "STYSNUM5", 111, 182;
drawswitchableimage weaponslot 6, "STGNUM6", "STYSNUM6", 123, 182;
drawswitchableimage weaponslot 7, "STGNUM7", "STYSNUM7", 135, 182;
}
gamemode cooperative, deathmatch, teamgame
{
drawimage translatable "STFBANY", 144, 169;
}
drawselectedinventory alternateonempty, INDEXFONT, 143, 168
{
drawmugshot 5, 143, 168;
}
}
statusbar inventoryfullscreen // ZDoom HUD overlay.
{
drawinventorybar Doom, translucent, 7, INDEXFONT, 50, 170;
}