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.
In Strife, the Environmental Suit-replacing Oxygen Tank's effect does not carry over to other maps; I must've inherited from the IronFeet or something (to avoid the suit icon showing up in the upper right) and forgot to add +PERSISTENTPOWER.
Done some Strifing myself. Found that apparently, the Runner's punch damage is not mitigated by the half damage thing affecting the suit's weapons. Case in point? One or two punches to kill an acolyte with the dagger. Three, four or maybe even five if I'm exceptionally offensive to the RNG Gods with the suit's wrist blades.
Finally played it, this is bad ass. I agree with wildweasel (in the first page) about the clanking footsteps, it should be easy to implement in the "see" player state. I have some sounds, if you´re interested.
Another suggestion to increase the "robocop" feel (I don´t know if that´s what you´re aiming for, but would be cool):
I would make the player move slower while in the suit, maybe even whith a little quake each step. This could force the player to enter in the "runner" state to solve jumping issues and then try to recover the suit, like MAP02 red card room.
May I ask where are those beautiful HVgun bullet puff sprites from?
IRC wrote:00:58 <Chizuari> how disappointing, the missile pieces don't give the complete weapon in NecroDoom+Hexen
00:58 <Xaser> hmm?
00:58 <Xaser> is it broken?
00:59 <Chizuari> collected all three in the desolate garden, no dice; tried summoning them manually too
00:59 <Xaser> sounds like bugland -- would you mind making a post about it in the thread so I won't forget?
Not-so-necro reply: Just figured out what the problem was n' fixed it (thanks to Marcaek n' Everamzah for finding the bug and also to Minigunner for fixing the part o' the wiki that confused me in the first place ).
I may or may not put up an update soon, though I may or may not wait to do something else first.
Xaser wrote:Not-so-necro reply: Just figured out what the problem was n' fixed it (thanks to Marcaek n' Everamzah for finding the bug and also to Minigunner for fixing the part o' the wiki that confused me in the first place ).
I may or may not put up an update soon, though I may or may not wait to do something else first.
Is that something else adding footstep sounds to both the runner and the suit? Because half the fun of stomping around in a mechsuit is actually hearing the stomping part, which this mod sadly lacks.
I won't be adding footsteps or movement alterations to the mod officially, since the former would get annoying fast and the latter would fundamentally change the way the mod plays, which I don't want to do since the main focus is Doom-style run n' gun without any gimmicks that would slow the pace (e.g. reloading).
I feel like 90% of the reason folks get hung up on this is because of the idea that you're in a mech suit, which actually wasn't the original plan. I originally wanted to spin it as "you have a biomechanical exoskeleton thing" for exactly the reason that but went with the mech because there were sprites that fit. Didn't think that so many people would be put off by the fact that the mod retains Doom's original movement style to the point where some are suggesting that I make the player move slower despite the innumerable problems that would bring.
Given how often this has come up, I'd be super-interested if anyone with some spriting skills could help me come up with some sprites to go with the exoskeleton plan. I've heard from one modder that he'd be interested in making a full "mech-y" plugin/overhaul for the mod (and he has my blessing to give it a go) so folks may be able to see that vision realized at some point, but I'm starting to think that my own mod is going to need some further separation from the idea so the goals of each are clear.
I would love a widescreen capable statusbar if you're up to it. It's a fun mod. Another interesting feature idea is if the weapon controls were similar to mechwarrior, where the player would shoot weapon groups instantly as opposed to having to select them.
...I didn't say to make the player move slower, I just want stomping footfall sounds. I don't know who the genius was who said that because it's a mech, it has to be slow. There's plenty of examples of agile mechs out there in the world of fiction. It's just that it's rare to see that also mixed with the ludicrous weapons seen on the slow tank-like mechs, which I think it what makes so many people say it should move slowly. Or at least slower.