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Crudux Cruo
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Re: JohnnyDoom - creative names for doom mods

Post by Crudux Cruo »

Perfect dark was the bee's tits man. man I wish someone would make a perfect dark mod. Anyhow, great stuff Johnny, you've made doom great again :P
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Triple S
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Re: <!> JohnnyDoom - creative names for doom mods

Post by Triple S »

johnny wrote:the SSG altfire = using the shotgun
It should have an alt-fire of some sort, though. Dragon's Breath, maybe?
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Slax
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Re: JohnnyDoom - creative names for doom mods

Post by Slax »

Some mugshot frames are missing part of his head. Oh no!
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johnny
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Re: JohnnyDoom - creative names for doom mods

Post by johnny »

Crudux - thanks buddy! And I know man, that was my favorite game for so so long. I spent a good chunk of my 8th grade life in that combat simulator. Did you ever play the HD version they released on Xbox live arcade? Modern fps controls, baby. Plus they allowed you to use the goldeneye guns unlocked from the shooting range in multiplayer. It was fucking awesome!

Triple S - why, though? Everything doesn't need an altfire just for the sake of having an altfire. Especially an altfire that is clearly better than the main fire--the SSG is already beastly without having flaming bullets. Every gun fulfills a purpose, and the goal of this mod is to be vanilla inspired. Otherwise I'd have ten billion guns that weren't center aligned. Also, as I've mentioned before, "sounds cool in theory" almost always = "not cool in practice." Flaming tracers yeah woo!
-Everything is on fire too often
-Other guns hardly ever get used
-Zombies are constantly making their super annoying flame death moans
-Small fires everywhere cause slowdowns for everybody

And so on. There's a reason it took me so long to get this thing released. I had to try literally everything. The guns aren't going to change anymore. They're good!

Slax - oh geez. Maybe I accidentally backspaced over a part of the head code when I was adding the score stuff to SBARINFO. I'll check it out tonight.

Gorec - you were right. In the headshot death state, zombiemen have a "jump to xdeath" line for if their health gets to -200. With the way the headshot code works, this ALWAYS occurs with zombiemen. I fixed it last night but didn't get to some sprite realignment stuff I wanted to get done so I haven't uploaded it yet. The red searing fist smoke/critical smoke shows up way too low since I readjusted the player's attackzoffset to standard doom. Idk why mark moved it up higher--it just makes the tracers shoot out from like a foot above the gun which looks stupid. You can see this bigtime in OG BDJ when using the minigun and I hate it. They shoot out the right way now but that fucked up the red smoke code. Fix one thing, break another thing. Such is life!
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Gorec
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Re: JohnnyDoom - creative names for doom mods

Post by Gorec »

about an altfire i thought about one barrel shot for ssg (or this ssg has one trigger?)
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johnny
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Re: JohnnyDoom - creative names for doom mods

Post by johnny »

Dude... see above post. Please no more weapon recommendations, every weapon is staying exactly as is for the rest of time.
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Gorec
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Re: JohnnyDoom - creative names for doom mods

Post by Gorec »

i thought there was 2 triggers in the ssg but then i searched for ssg and there was one(if there would be two that wont make any sense for not shooting one barrel)
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Cyanide
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Re: JohnnyDoom - creative names for doom mods

Post by Cyanide »

For those who play with the HUD scale on 2 - Adding 160 to the X-positon of the JPoints by will put the bar right next to the grenades. The bar isn't the same size as the ammo bars, tho. And they don't allign. Oh well, just a tip. :)

EDIT: Forgot to specify, that you have to use SLADE and access the SBARINFO to find it. Not a small detail, when you think of it...
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Slax
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Re: JohnnyDoom - creative names for doom mods

Post by Slax »

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Spaceman333
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Re: JohnnyDoom - creative names for doom mods

Post by Spaceman333 »

Looking at that video, I think that a way to judge an enemy's health is missing. It probably feels midly frustrating to punch a hell knight, wondering whether or not I'm about to execute a fatality or just get ripped in half by him. :|

Maybe if there was a hud element that would appear at the top center of the screen that displayed the enemy's health, then that wouldn't be a problem. I think Ultimate Doom Visor does this. The enemy health bar would only appear as you hover the cursor on the enemy.
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Somagu
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Re: JohnnyDoom - creative names for doom mods

Post by Somagu »

That's exactly how health bars already work in JohnnyDoom. They're just turned off in that video.
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Slax
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Re: JohnnyDoom - creative names for doom mods

Post by Slax »

But not knowing is half the battle!
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Spaceman333
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Re: JohnnyDoom - creative names for doom mods

Post by Spaceman333 »

Somagu wrote:That's exactly how health bars already work in JohnnyDoom. They're just turned off in that video.
Oh. Thats amazing then! :)

That was the only thing that I could critique about the mod based on that video, since everything else is pure metal. Really excited to play this once I finish another playthrough. I'm new to doom mods, so I've got tons of stuff to play, but I do keep an eye out for more and this mod is definitely on the list that I want to try next.

@Slax: Lacking that information is too ambiguous for me. In real life, one could see a target bruised and bleeding the more damaged they are, so for me a healthbar is a must to make up for that. I need more visual feedback to have a better time and enjoy better immersion.
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Slax
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Re: JohnnyDoom - creative names for doom mods

Post by Slax »

I've been wanting mods to get something like shot up enemy sprites for a long time. Enemies walking around with bullet hole wounds. Mmmmm...
Thing is you just have to learn how much health enemies have. What they're weak to, what's effective... I guess. I just prefer having less stuff on the screen. :P

Anyway...


One more.
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Cyanide
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Re: JohnnyDoom - creative names for doom mods

Post by Cyanide »

The Cyber Barons can damage themselves and each other with the revenant rockets and will start infighting. Normal Barons will infight with Cyber Barons, but can't deal damage with their missile attack. I've seen the Imp variants infight as well, but i don't know which ones deal the initial damage. Is this intentional?
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