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Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.73 W

Posted: Fri Oct 31, 2014 3:25 pm
by Carbine Dioxide
It should be compatible with all mods, no need to add it after DemonSteele.

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.73 W

Posted: Fri Oct 31, 2014 4:34 pm
by TerminusEst13
That's strange. I just loaded it up in both Zandronum and ZDoom, with and without DemonSteele, and it seems to work fine.
Could you redownload, please? If it's still not working after that, please tell me what mods you tried loading it with.

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.73 W

Posted: Fri Oct 31, 2014 5:32 pm
by Viscra Maelstrom
i just found a "Seeker" when i played with the new version. since power-ups like the Blind Guardian and that disappears at the end of a level, i didn't have enough time to see what it could do. so what does a Seeker do in the game?

edit: nevermind, it's called a "Sentinel", and floats around you shooting the enemy with hitscans. dunno what exactly it replaces, though.

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.73 W

Posted: Fri Oct 31, 2014 8:04 pm
by Big C
TerminusEst13 wrote:That's strange. I just loaded it up in both Zandronum and ZDoom, with and without DemonSteele, and it seems to work fine.
Could you redownload, please? If it's still not working after that, please tell me what mods you tried loading it with.
Loaded Demonsteele 0.73 up in GZDoom 2.0.9999 v2.1pre with the latest whaticallmidi add-on, with Doom 2's default mapset. Started game. Still played "Running From Evil". Tried doing so with and without ZDL. Still no dice.

EDIT: And this was after redownloading, for the record.

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.73 W

Posted: Fri Oct 31, 2014 9:06 pm
by Funky Gnoll
Viscra Maelstrom wrote:i just found a "Seeker" when i played with the new version. since power-ups like the Blind Guardian and that disappears at the end of a level, i didn't have enough time to see what it could do. so what does a Seeker do in the game?

edit: nevermind, it's called a "Sentinel", and floats around you shooting the enemy with hitscans. dunno what exactly it replaces, though.
Check the changelog, yo. It replaces the computer area map.

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.73 W

Posted: Fri Oct 31, 2014 11:18 pm
by SimonTheDigger
I just tried this out and it's just as awesome as the videos make it look. Good job, Terminus. I have to say though, the transformation sequence for the Iron Savior armor reminded me more of the Space Sheriffs (Gavan, Sharivan and Shaider) than GARO. All it's missing is a line of text somewhere about how Hae-Lin's transformation takes only 0.05 seconds.

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.73 W

Posted: Sat Nov 01, 2014 12:49 am
by Viscra Maelstrom
i am a derp who doesn't properly read changelogs herp. anyway, what defensive capabilities do you get from just wielding Kharon? does the alt-fire have a longer reach than the primary?

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.73 W

Posted: Sat Nov 01, 2014 1:44 am
by Bobinator
Hey there! I hate to pop in just to complain, and I really want to say that I'm really, really enjoying this mod. It basically feels like an entirely different game, and I've been replaying all my megawads with it.

That said, I'd like to make a few suggestions, as there's been a few things that have been bugging me.

1. Is there any way you could make an indicator for when you have dash invicibility? It'd be nice to know exactly when it starts and stops, as I've had a lot of times when I take damage when I sworn I dashed through it.

2. Would there be any way to have an indicator for what direction damage comes from?

3. I think somebody asked this, but would it be possible to include shorter dashes? I always tend to overshoot mine a lot and go directly past an enemy, where I end up getting shot in the back or the side, and it sometimes gets annoying.

Thanks! I'm really enjoying the mod, I just have a few minor quibbles.

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.73 W

Posted: Sat Nov 01, 2014 1:48 am
by Big C
Just tried the MIDI player on the latest SVN without any other mods, even Demonsteele itself. It didn't work and gave me some console errors at startup, though the rest of the game worked normally.

Unknown P-Code 134 in Script 346
Unknown P-Code 134 in Script 347

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.73 W

Posted: Sat Nov 01, 2014 4:22 am
by TerminusEst13
Princess Viscra Maelstrom wrote:i am a derp who doesn't properly read changelogs herp. anyway, what defensive capabilities do you get from just wielding Kharon? does the alt-fire have a longer reach than the primary?
Ah, I need to update the weapon descriptions, thank you for reminding me. I'll get on that...uh...tomorrow. :D
Mechanically, the sheathe alt-fire fires a spread of five barrier actors four times, each lasting two tics each, which basically puts a big ol' massive shield in front of you for effectively the entire duration of the swing. Much like how the Kharon can cut down projectiles, but it's much, much, much easier to do for people who aren't that skilled with timing or fast reflexes--at the cost of a dedicated ranged weapon, of course.
Oh, it also makes a satisfying smacking sound when used against enemies, but that's just icing on the cake, hah.
Bobinator wrote:Hey there! I hate to pop in just to complain, and I really want to say that I'm really, really enjoying this mod. It basically feels like an entirely different game, and I've been replaying all my megawads with it. That said, I'd like to make a few suggestions, as there's been a few things that have been bugging me.
1. Is there any way you could make an indicator for when you have dash invicibility? It'd be nice to know exactly when it starts and stops, as I've had a lot of times when I take damage when I sworn I dashed through it.
2. Would there be any way to have an indicator for what direction damage comes from?
3. I think somebody asked this, but would it be possible to include shorter dashes? I always tend to overshoot mine a lot and go directly past an enemy, where I end up getting shot in the back or the side, and it sometimes gets annoying.
Thanks! I'm really enjoying the mod, I just have a few minor quibbles.
Thank you! I'm very glad you enjoy it.
1: I like it, will do. The only question is what kind of indicator it could be--temporarily flickering the HUD sprites is the most obvious answer, but what about the times when the player is damaged or is holding the button down? I'll need to do a little thinking.
2: I like this idea too, but unfortunately I'm not sure about how it could be done. The closest thing I can think of is an old-fashioned HUD face...
3: I've been experimenting with this, actually--I wasn't able to come up with something very satisfying for 0.73, but the basic idea is that you tap a direction for a short dodge and hold it for a longer dodge. I can't promise anything since it might suddenly break down the line, but I'll see if I can wriggle it in to 0.74.
Thanks for the input!
Big C wrote:Just tried the MIDI player on the latest SVN without any other mods, even Demonsteele itself. It didn't work and gave me some console errors at startup, though the rest of the game worked normally.
Unknown P-Code 134 in Script 346
Unknown P-Code 134 in Script 347
Interesting.
It seems like for some reason, your ZDoom/GZDoom is skipping over the ZDoom functions and is instead trying to run it like Zandronum. In technical terms, the mod uses cvarinfo to set a "yo, I'm running in zdoom" cvar, which the ACS does a check for to determine whether to run Zandronum commands or ZDoom commands--the unknown P-Code errors come from trying to execute Zandronum commands, which shouldn't be happening unless the cvar wasn't set properly or was changed.
Open the player and in the console, please type "mus_runninginzdoom 1" and then enter a new game. If there's an unknown command error, then it seems like the cvarinfo lump isn't working for you...which is an entire other bag of worms. You'll likely need to manually set it with "set mus_runninginzdoom 1", but I dunno if it'll behave if you load it up again afterwards. :p
I'm very sorry about all the trouble.

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.73 W

Posted: Sat Nov 01, 2014 4:36 am
by Big C
TerminusEst13 wrote: Interesting.
It seems like for some reason, your ZDoom/GZDoom is skipping over the ZDoom functions and is instead trying to run it like Zandronum. In technical terms, the mod uses cvarinfo to set a "yo, I'm running in zdoom" cvar, which the ACS does a check for to determine whether to run Zandronum commands or ZDoom commands--the unknown P-Code errors come from trying to execute Zandronum commands, which shouldn't be happening unless the cvar wasn't set properly or was changed.
Open the player and in the console, please type "mus_runninginzdoom 1" and then enter a new game. If there's an unknown command error, then it seems like the cvarinfo lump isn't working for you...which is an entire other bag of worms. You'll likely need to manually set it with "set mus_runninginzdoom 1", but I dunno if it'll behave if you load it up again afterwards. :p
I'm very sorry about all the trouble.
That fixed it! I have no idea what I did to screw it up initially (probably something accidental when I was trying to fine-tune my Hideous Destructor experience) but allllll's good now! Thanks a billion!

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.73 W

Posted: Sat Nov 01, 2014 11:34 am
by wildweasel
TerminusEst13 wrote:2: I like this idea too, but unfortunately I'm not sure about how it could be done. The closest thing I can think of is an old-fashioned HUD face...
Rex Claussen's Paranoia does a Half-Life style indicator using the mugshot code, if I recall, by having a series of blank HUD faces except for the pain ones. I'm unsure if they managed to do anything about the fact that the "pain" face will display if the trigger is held for too long, though...

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.73 W

Posted: Sat Nov 01, 2014 4:09 pm
by Funky Gnoll
Is it just me, or does Kharon do slightly more damage when wielded on its own? I'm certainly not complaining!

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.73 W

Posted: Sat Nov 01, 2014 4:55 pm
by TerminusEst13
wildweasel wrote:Rex Claussen's Paranoia does a Half-Life style indicator using the mugshot code, if I recall, by having a series of blank HUD faces except for the pain ones. I'm unsure if they managed to do anything about the fact that the "pain" face will display if the trigger is held for too long, though...
Interesting. Especially with the custom mugshot states we have now, that might make things more possible than I thought. I'll look into that, thank you.

Funky Gnoll wrote:Is it just me, or does Kharon do slightly more damage when wielded on its own? I'm certainly not complaining!
Not in regards to damage-per-hit--what you're probably noticing, though, is an increase in damage-per-second.
Unlike the other weapons, wielding the Kharon by itself means there's no frames spent lowering the weapon and/or readying it. If you stand still and then just hit fire, then swap to alt-fire, then swap back to primary fire, with the other weapons they have to lower off-screen first, then raise, then lower again. The Kharon by itself, however, it comes out instantly--and with a chain of attacks that definitely raises up the damage over time.

It doesn't do so dramatically enough to invalidate the other weapons, but it's definitely enough that if you want to absolutely maximize your DPS it's the weapon you'll want to use.

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/ - 0.73 W

Posted: Sun Nov 02, 2014 1:44 am
by Viscra Maelstrom
it also gives you more of a shield than having a weapon in your hand would do, so if you need to fend off damage more than dealing it, holding just the Kharon will let you do that. it's definitely noticable now that i think about it.

so does anyone have any good recommendations for wads that would run well with this mod? mostly anything will work i've noticed, as long as it doesn't have too much walking back and forth with no fighting going on, as well as not having huge-ass lifts which completely kills the pacing.