Crossfire ~ v0.81 (5/1/2019)

Projects that alter game functions but do not include new maps belong here.
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rollingcrow
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Re: [WIP] Crossfire - Alpha 1 released

Post by rollingcrow »

The alpha of Crossfire has been released. Download it here.
Let me know of any bugs you find, people I forgot to give credits to, or just any feedback you have.
Spoiler: Notes
Spoiler: Known issues
Spoiler: Experience and perk info
Spoiler: Credits
Last edited by rollingcrow on Fri Jul 05, 2013 11:26 pm, edited 4 times in total.
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Ctrl+Alt+Destroy
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Re: [WIP] Crossfire - Alpha 1 released

Post by Ctrl+Alt+Destroy »

Awesome! I'm really tempted to try this out tonight, but I think I'll save this little treat for tomorrow morning. =P
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Captain J
 
 
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Re: [WIP] Crossfire - Alpha 1 released

Post by Captain J »

amazing alpha,i just downloaded and played little bit and everything is not wrong and alright.
also about issues about explosive weapons don't alert them, nope. never happened to me.

EDIT: talking about sniper rifle's replacement, you'll need to find something better or make it.
awp1.PNG
or here's something i got. i hope that should be good.
Last edited by Captain J on Fri Jul 05, 2013 10:30 pm, edited 1 time in total.
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iSpook
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Re: [WIP] Crossfire - Alpha 1 released

Post by iSpook »

As awesome as the sniper rifle is, I really don't think the set of sprites do it enough justice, though... of course, this is just my opinion.
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wildweasel
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Re: [WIP] Crossfire - Alpha 1 released

Post by wildweasel »

Having played about with this for some time, I've found three things of note:

- I might be imagining things, but I think exploding barrels can deflect projectiles.
- Enemies should drop ammo. Many, many WADs rely on the player getting ammo (or weapons) from dead zombies; these can result in the player running out of ammo frequently on maps that use those enemies heavily.
- the Austeyr should be able to reload while aiming down the sight.

[edit] The vignette effect looks quite dumb in widescreen. (1440x900 resolution)
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The Witch
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Re: [WIP] Crossfire - Alpha 1 released

Post by The Witch »

I don't know if this is just my computer or not, but I had a major bug while playing with this alpha release:

I was screwing around on the 3rd Map of Doom 2, I had God Mode on, gave myself "Give All" back on Map 1, and had leveled up a to LV 2 since the 1st map.
I was at the part with the multiple doors with imps behind them, after killing them all I went to the next bit and shot a couple of more enemies but then noticed I couldn't reload.

I tried crouching for some reason but then I got stuck in the crouch position too (no I don't use the crouch toggle). I then noticed I couldn't change weapons at all via my keyboard or do anything with my keyboard. My keyboard was still plugged in. I could still use my mouse to switch weapons, and fire, but I couldn't reload since I had my keyboard wouldn't respond. I could only real move around ingame by shooting explosive weapons to rocket jump me around.
Yes I did try Unplugging and plugging back in my keyboard and mouse, but that just made it so I no longer had a working mouse either.

In the end I had to restart my computer in order to get my keyboard and mouse working again.

I've never had an issue like this with either my keyboard or mouse, I have played plenty of Doom Mods, including Brutal Doom, lots of Weasel's mods and I've never had a problem with them. My computer can run GZDoom just fine. The one thing I do know for a fact was that I was playing your alpha release.

Edit: Stated wrong Level up amount
Last edited by The Witch on Sat Jul 06, 2013 4:58 am, edited 2 times in total.
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rollingcrow
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Re: [WIP] Crossfire - Alpha 1 released

Post by rollingcrow »

Captain J wrote:or here's something i got. i hope that should be good.
Looks great, thanks!
wildweasel wrote:I might be imagining things, but I think exploding barrels can deflect projectiles.
They are. A_Blast (with varying strength) is on everything that causes an explosion. I might remove this though, since it's causing explosives to not always alert and restricting movement when shotgun rocket jumping.
wildweasel wrote:The vignette effect looks quite dumb in widescreen. (1440x900 resolution)
Crap, just noticed that since I've been playing with forced 4:3 the whole time.
Edit: Here's a temporary fix, it will remove the HUD effects.
The Witch wrote:I don't know if this is just my computer or not, but I had a major bug while playing with this alpha release:

I was screwing around on the 3rd Map of Doom 2, I had God Mode on, gave myself "Give All" back on Map 1, and had leveled up a to LV 3 since the 1st map.
I was at the part with the multiple doors with imps behind them, after killing them all I went to the next bit and shot a couple of more enemies but then noticed I couldn't reload.

I tried crouching for some reason but then I got stuck in the crouch position too (no I don't use the crouch toggle). I then noticed I couldn't change weapons at all via my keyboard or do anything with my keyboard. My keyboard was still plugged in. I could still use my mouse to switch weapons, and fire, but I couldn't reload since I had my keyboard wouldn't respond. I could only real move around ingame by shooting explosive weapons to rocket jump me around.
Yes I did try Unplugging and plugging back in my keyboard and mouse, but that just made it so I no longer had a working mouse either.

In the end I had to restart my computer in order to get my keyboard and mouse working again.

I've never had an issue like this with either my keyboard or mouse, I have played plenty of Doom Mods, including Brutal Doom, lots of Weasel's mods and I've never had a problem with them. My computer can run GZDoom just fine. The one thing I do know for a fact was that I was playing your alpha release.
Wow, I don't know why this would happen. If you want to "give all", use "recovery" instead as it will give you the correct armor (max health). Also, how are you level 3? The highest you can be by map 3 is level 2 (3350 or 3700 XP depending on difficulty, the requirement for getting a 3rd perk is 3750 XP). You said you only used "give all."
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wolf00
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Re: [WIP] Crossfire - Alpha 1 released

Post by wolf00 »

dowloading alpha,tryed it on some wads,this seriously need melee atack or melee weapon,when i run out of ammo i died pretty fast..
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The Witch
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Re: [WIP] Crossfire - Alpha 1 released

Post by The Witch »

Se7eNytes wrote: Also, how are you level 3? The highest you can be by map 3 is level 2 (3350 or 3700 XP depending on difficulty, the requirement for getting a 3rd perk is 3750 XP). You said you only used "give all."
Sorry my Bad, stated the wrong Level up amount. It was Lv. 2 I was
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Re: [WIP] Crossfire - Alpha 1 released

Post by Marrub »

This is probably my favorite mod now. Seriously, it's really well put together and just feels right.
Though there are a *few* problems..
Spoiler:
I think that's it, though.
wolf00 wrote:dowloading alpha,tryed it on some wads,this seriously need melee atack or melee weapon,when i run out of ammo i died pretty fast..
Bind a key to melee.
Steve1664
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Re: [WIP] Crossfire - Alpha 1 released

Post by Steve1664 »

I know what I'll be doing later today!~
Spoiler:
Expect my impressions as soon as I'm done trying this out.
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Mav3rick
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Re: [WIP] Crossfire - Alpha 1 released

Post by Mav3rick »

Seem very good and i do like... but

many maps of doom require the player to run a lot, so how about remove the stamina? i honestly cant see doomguy running from rockets or from a horde and need to take a break and regain stamina lol

yes the lack of ammunition from enemies is need it badly

will be much better add the gain of experience by killing enemies and finding secret it will make it more interactive (as hunting them for some EXP) and the player will adjust his needs inside the level having the perk that is needed with out have to wait to end it

so far look very good :) keep the good work ;)
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Re: [WIP] Crossfire - Alpha 1 released

Post by Steve1664 »

Okay, I decided to give this a quick go with the first few maps of Doom II on Paramount difficulty, and this is really good stuff. Not much to complain about other than the front end nitpicks (especially the lack of highlighting which perk type you're choosing when leveling). This is a great idea, implemented well; I like the idea of persistent improvement to help build yourself up, and the health/stamina mechanics are nicely integrated. The sheer amount of ration packs makes stamina a non-issue most of the time if somebody like me doesn't run around all the time, but damn if it isn't fun to sprint up to something taking reduced damage to punch them in the face.

I'm still getting used to the weapon slot placements, though. I instinctively hit 3 to switch to shotguns and 4 for rapid fire weapons, so having those weapon types switched around gets me sometimes.

EDIT: I take it all those other pickup items like the chalices and bibles are extra experience point items?
Last edited by Steve1664 on Sat Jul 06, 2013 9:07 am, edited 1 time in total.
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Valherran
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Re: [WIP] Crossfire - Alpha 1 released

Post by Valherran »

This is pretty cool, I had an idea, instead of using ammo drops from monsters, why not have all the monsters have a chance to drop materials to make ammo? It would go in conjunction with the DIY healing kits for that fast paced survival feel. I always thought that the enemies that had laser guns of various types was the reason why they don't drop bullets/shells etc. lol
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Re: [WIP] Crossfire - Alpha 1 released

Post by Matt »

- Missing normal status bar.
- How do I use these healing items?
- Are there supposed to be no weapon sounds? I manually unzipped both the main pk3 and the widescreen fix and rezipped everything into one file so there is a possibility something went corrupt.

Enemies should drop ammo. Ammo crafting just seems like it'll get annoying fast after the novelty wears off.
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