Probably but I have them off because most mods don't _need_ them to be enjoyable. There's a couple of things that are legitimately in need of something better but most of the time performance issues can be put down to excessive eye candy or shonky mod coding. Most mods really shouldn't need much, as in, anything that can run current GZDoom should be fine. Also disabling those font bits was more to test if there was anything else blocking the mod, and there isn't. Is there some reason why that wouldn't be portable to LZDoom?
Oh that's just a small mistake from my part, it'll be fixed later. Also this crash isn't from the demolitionist menu, it's you opening the "say" prompt.
This mod is Unreal to the Core, Undying, Unforgettable. I really love the smooth pace and the clever twist of each weapon. I mean seriously, your default weapon is explosive? Well, i never. And it's quite powerful and helps a lot in any kind of situation. And the targeting mechanic and the subtitle is a marvelous touch(hence the protagonist is actually an animu girl). It gives life into the dead simple... I mean, simply dead Doom.
But that doesn't mean i'm not going to complain. Since i love this mod already, i would like to share some feedback and suggestions:
Spoiler: Hngggu feedback ovarodu
- I get the interface fonts are all small because of the original game. But if the resolution is much higher, it gets harder to see. So would like to have an option to adjust the font size. Would you kindly implement it? Or is there a way to do it?
- "Deep Impact" Airblaster is overall, like a two-edged sword. Ammo is infinite and the Primary attack blow enemies away, but it does not completely stunlock them so you have to cross your fingers while doing that. Especially when you have to deal with hitscanners and airborne enemies alike.
The Secondary attack is very powerful and covers the weakness of ol' primary one, but the charging animation before firing is quite long to my taste. And the magazine always have to be full to use it either. It's like, "Did you used the weapon once and did not even reload? Sorry! Your small insecurity just made yourself a critical delay. Have fun with that."
So here's my suggestion if i could help: Make it able to do the Secondary attack depends on how much ammo is left. If it's down to 50%, make it half weaker. 10%? Make it super weaker!
- The reload animation on each weapon loops if i hold down the reload or alt-fire key while the magazine is full. I actually understand that decision because of Rhino Stopper's different ammo modes, but still.
- Explodium Pistol is by far, the most powerful, useful and drastically dangerous to use. While it dispatches enemies quickly, it's not really satisfying to use in small areas and gaps filled with pinkies. The Penalty of getting hit by your own explosion is just too much.
And is there a way to drop the exploding magazine caused by the Secondary attack, gently? And i really have to be careful with this because i can't hold it longer either. She just throws the thing once i click the button.
- "Pusher" Microfusion Rotary Hammer tend to get stuck on the wall when i throw it. It's likely hard to retrieve it if you somehow miss the target and throw it to higher places. Not sure if i'm over-exaggerating, but that could happen to you. I say make it fall to the floor after a short period of time.
- The muzzle smoke effect is unnecessarily large and would almost cover up the screen. Pusher and Rhino Stopper has the certain issue.
- "Rhino Stopper" Spreadgun's Lead Ball projectile has quite weak impact sound. Feels like hitting things with plastic bat, while it's made out pure lead, no?
- It's amazing that you actually can express yourself in game. But in chasecam, precisely. Because nothing really happens if you press the certain key singleplayer, in first person. Maybe add custom voice and subtitle for pressing the key so the player could realize the purpose?
- Tertiary Fire / Zoom is actually Weapon handling animation. I expected something aggressive from it, hence it has the word "Fire" to it. But it's honestly just for the looks. I guess there will be the weapon with actual functioning Tertiary Attack?
- "Eviscerator" High Load Flechette Cannon has firing sound and the animation but actually does nothing at all. Also i can't pick up the other weapons as well. I take it it's unfinished? Well yeah, i noticed that.
- Custom F1 help screen is not there... Yet. Are you going to add them soon?
- It's a shame that you did not name Commender Keen as "Albino Spaceman". If you know what i'm sayin'.
Sorry if i sound rude and bluffy, but trust me. I already like this mod and i think it has a lot of potential if it's completed. I hope my feedback are positively helpful.
Also is it me? Or her color scheme almost resembles EVA 01? Heh.
Captain J wrote:TI get the interface fonts are all small because of the original game. But if the resolution is much higher, it gets harder to see. So would like to have an option to adjust the font size. Would you kindly implement it? Or is there a way to do it?
Yes, it's a built-in GZDoom option called "hud scaling".
Captain J wrote:"Deep Impact" Airblaster is overall, like a two-edged sword. Ammo is infinite and the Primary attack blow enemies away, but it does not completely stunlock them so you have to cross your fingers while doing that. Especially when you have to deal with hitscanners and airborne enemies alike.
The Secondary attack is very powerful and covers the weakness of ol' primary one, but the charging animation before firing is quite long to my taste. And the magazine always have to be full to use it either. It's like, "Did you used the weapon once and did not even reload? Sorry! Your small insecurity just made yourself a critical delay. Have fun with that."
So here's my suggestion if i could help: Make it able to do the Secondary attack depends on how much ammo is left. If it's down to 50%, make it half weaker. 10%? Make it super weaker!
I've thought about this, yes, but then I'd need extra sounds for the various strength levels. About the stunlock, that I can do too.
Captain J wrote:The reload animation on each weapon loops if i hold down the reload or alt-fire key while the magazine is full. I actually understand that decision because of Rhino Stopper's different ammo modes, but still.
What do you mean by "loops"?
Captain J wrote:Explodium Pistol is by far, the most powerful, useful and drastically dangerous to use. While it dispatches enemies quickly, it's not really satisfying to use in small areas and gaps filled with pinkies. The Penalty of getting hit by your own explosion is just too much.
And is there a way to drop the exploding magazine caused by the Secondary attack, gently? And i really have to be careful with this because i can't hold it longer either. She just throws the thing once i click the button.
You drop the mag "gently" by reloading instead of using the altfire. Not being able to hold is something I can't change due to how the throw animation is implemented.
Captain J wrote:"Pusher" Microfusion Rotary Hammer tend to get stuck on the wall when i throw it. It's likely hard to retrieve it if you somehow miss the target and throw it to higher places. Not sure if i'm over-exaggerating, but that could happen to you. I say make it fall to the floor after a short period of time.
If it's stuck on a wall just jump up to catch it. You CAN jump up walls.
Captain J wrote:The muzzle smoke effect is unnecessarily large and would almost cover up the screen. Pusher and Rhino Stopper has the certain issue.
Yeah I probably went a bit crazy with that. I'll tone it down.
Captain J wrote:"Rhino Stopper" Spreadgun's Lead Ball projectile has quite weak impact sound. Feels like hitting things with plastic bat, while it's made out pure lead, no?
I tried to make it stronger but it ALWAYS sounds weak for some reason, I don't know why.
Captain J wrote:It's amazing that you actually can express yourself in game. But in chasecam, precisely. Because nothing really happens if you press the certain key singleplayer, in first person. Maybe add custom voice and subtitle for pressing the key so the player could realize the purpose?
I wouldn't know what to associate those gestures with.
Captain J wrote:Tertiary Fire / Zoom is actually Weapon handling animation. I expected something aggressive from it, hence it has the word "Fire" to it. But it's honestly just for the looks. I guess there will be the weapon with actual functioning Tertiary Attack?
There are several weapons with actual tertiary/quaternary fire modes, they will appear later.
Captain J wrote:- "Eviscerator" High Load Flechette Cannon has firing sound and the animation but actually does nothing at all. Also i can't pick up the other weapons as well. I take it it's unfinished? Well yeah, i noticed that.
Yeah lol, because I had to push an important crash fix that unfinished stuff got added in too.
Captain J wrote:Custom F1 help screen is not there... Yet. Are you going to add them soon?
There are no plans for a custom F1 help screen.
Captain J wrote:It's a shame that you did not name Commender Keen as "Albino Spaceman". If you know what i'm sayin'.
The commander keen has no tag, so I can't change it. Instead I plan on replacing it entirely (while ensuring dehacked compat).
Marisa Kirisame wrote:I've thought about this, yes, but then I'd need extra sounds for the various strength levels. About the stunlock, that I can do too.
Just pinch up the existing Alt-Fire sound 3 or 4 times, maybe? Then it might be at least distinctive and elaborating.
What do you mean by "loops"?
I mean, just hold down reload key or alt-fire key while your current weapon has full ammo. The animation repeats for some reason. Is there any benefit by doing this?
You drop the mag "gently" by reloading instead of using the altfire. Not being able to hold is something I can't change due to how the throw animation is implemented.
I guess there's some kind of limitation, i suppose. I understand, but can you at least increase the damage resist to the player? Just saying. Also i did "Gently" dropped the magazine by pressing reload, thank you. But it does not explode at all. I thought it's gonna act like some kind of proxy mine, but it wasn't.
If it's stuck on a wall just jump up to catch it. You CAN jump up walls.
Huh... I actually noticed that. How strange. But at the same time, i just found some concerning points as well: You simply could cheese off, just break the game by climbing up walls with no stamina consumption.
Also when you fall from high places, the greater shockwave emits from your feet. And the delay of being slow for a sec looks very dangerous if there's an ingestion of Revenants to deal with.
I tried to make it stronger but it ALWAYS sounds weak for some reason, I don't know why.
Extreme and Cartoony Exaggeration is very important to make something ridiculous and powerful at the same time. I would recommend to find such metal clanking sound effects from Half-Life 2 or Elder Scrolls: Oblivion.
I wouldn't know what to associate those gestures with.
Like i said, Custom Voices and the Subtitle to go with might be fine. I guess you have to bring new voices from the original VA? Using the
existing one might be fine, honestly.
Thanks so much for replying to all my feedback. I still having a lot of fun playing this mod.
And i would like to ask a question: Did fly mode/powerup genuinely cause people a motion sickness? I never got sick from playing Wolfenstein 3D in 60fps even, but this one honestly made me sick. It's just hard to control, fps gets choppy, mouselook also get screwed up... It's just like some kind of NASA test, but i'm no Astronaut!
Lastly, nice to see the Eviscerator is functional. Very strong and good weapon! But not sure why the Grenade projectile is all the same, after changing the weapon modes and all.
EDIT: I just figured out that if you kill all the monsters, get the bonus point, and then kill another monster that just got spawned, you get the same points by doing that. And the loop goes on until you leave the map or there are no monsters spawning.
Yeah, I don't know what to do about that, really. It checks for the killed/total ratio on every kill, so if the monster count increases, that's it. I guess I could just... make it trigger only once.
Marisa Kirisame wrote:Yeah, I don't know what to do about that, really. It checks for the killed/total ratio on every kill, so if the monster count increases, that's it.
Oh man, that sounds a bit of a pickle. Maybe you should check Metadoom because it handles much better and...
I guess I could just... make it trigger only once.
O my electric mama that was quick! That would be golden.
Due to the recent apparition of some fanart (very good and cool fanart, mind you), I'm considering adding dual wielding support to the Explodium Gun in the near future, perhaps once the project goes into beta stage.