The Still New What Did You Last Do Thread
- TheBadHustlex
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Re: The New What Did You Last Do Thread
I've made a 3-page long list of bugs and things I'd need to change about all my weapons at some point in the past. But I can't find it any more, and I'll have to do everything again.
- Devianteist
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Re: The New What Did You Last Do Thread
Just changed my password due to the recent goings ons around here. Hopefully a stupid long password keeps the bugger(s) out.
- 4thcharacter
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Re: The New What Did You Last Do Thread
Finished logging some receipts and slept for 11 hours. I'm still not finished with those yet, though.
That aside, does anyone know the music played in the first map of Whitemare 2? It's too catchy and I'm dying to know the song.
That aside, does anyone know the music played in the first map of Whitemare 2? It's too catchy and I'm dying to know the song.
- Captain J
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Re: The New What Did You Last Do Thread
my long password agrees with you as well, hope we are really safe!Devianteist wrote:Just changed my password due to the recent goings ons around here. Hopefully a stupid long password keeps the bugger(s) out.
- Viscra Maelstrom
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Re: The New What Did You Last Do Thread
you can check your passwords strength if you're really that worried. generally, though, as long as your passwords contains both small and capital letters, numbers and various punctuation, and is of decent length, it should be fine.
also, i think i'm finally entering a breaking point in Plants vs Zombies 2. the game is just too hard now. hoards of zombies come at me, and i'm not properly equipped to deal with them before getting overwhelmed. the only way to win now is to spend time watching ads to get coins, and then use them on power-ups. i'm not sure i want to bother getting to the end at this point. maybe i should just remove the game, give it a negative review and let it fester there. at least they won't get any money from me through the ads that way.
also, i think i'm finally entering a breaking point in Plants vs Zombies 2. the game is just too hard now. hoards of zombies come at me, and i'm not properly equipped to deal with them before getting overwhelmed. the only way to win now is to spend time watching ads to get coins, and then use them on power-ups. i'm not sure i want to bother getting to the end at this point. maybe i should just remove the game, give it a negative review and let it fester there. at least they won't get any money from me through the ads that way.
- NeuralStunner
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Re: The New What Did You Last Do Thread
This honestly sounds like the best thing you can do. There are plenty of actually-free games more worth your time.Viscra Maelstrom wrote:maybe i should just remove the game, give it a negative review and let it fester there. at least they won't get any money from me through the ads that way.
- Viscra Maelstrom
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Re: The New What Did You Last Do Thread
i kind of want to give it more of a go, though, because when the game's good, it's pretty damn fun. but i feel that i am closing in on a point in the game where it's actually impossible to kill all the zombies with the plants you're given and strategic placement, instead relying on plant food to unleash a powerful attack or use power-ups to kill the ridiculous swathes of zombies. that clearly reeks of executive meddling to me, especially given that the first game never was this unfair.NeuralStunner wrote:This honestly sounds like the best thing you can do. There are plenty of actually-free games more worth your time.Viscra Maelstrom wrote:maybe i should just remove the game, give it a negative review and let it fester there. at least they won't get any money from me through the ads that way.
but i'm curious, then, what other free games on the App Store is worth getting?
Re: The New What Did You Last Do Thread
Recorded some more tracks. This time from Plutonia 2 and Back To Saturn. The old golden OPL synth recorded as mp3s.
Music from BTS levels 01, 02, 03, 04, 07, and 08... plus PL2 levels 01 and 05. Already had the one from PL2 arch violence (map11) recorded.
Made another personal mod wad with my standard menagerie, then started cutting things out of it. I think im going to go with laser weapons for the shotgun and super shotgun. Probably a nailgun or grenade launcher for the chaingun. Pistol will be a crappy 380 CCL pistol that does shit damage and only hurts monsters 1/3 of the time but it gets infinite ammo. Plasma rifle will become a heavy machinegun.
I keep trying to use MagicaVoxel but its like my brain has this haze drop over it every time, preventing me from doing anything with it. Which is worse when it comes to 3d modelling of any kind, but come on I mean Voxels might as well be legos, this is modeling I can do. Yet I get the same brain freeze writer's block when it comes to that too.
Im thinking of drawing up a likely, realistic design for my Quad Shot rifle. The Volley Fire rifles experimented with in the 1960s were shown to be highly effective. One gun, 4 barrels, a Belt Fed pump action sniper rifle. Sounds like everything from the 80s thrown in one. But I think it could really actually work... and have excellent terminal effectiveness (maybe not MOA, but like a shotgun even if one bullet strays another one may stray ONTO target)
Music from BTS levels 01, 02, 03, 04, 07, and 08... plus PL2 levels 01 and 05. Already had the one from PL2 arch violence (map11) recorded.
Made another personal mod wad with my standard menagerie, then started cutting things out of it. I think im going to go with laser weapons for the shotgun and super shotgun. Probably a nailgun or grenade launcher for the chaingun. Pistol will be a crappy 380 CCL pistol that does shit damage and only hurts monsters 1/3 of the time but it gets infinite ammo. Plasma rifle will become a heavy machinegun.
I keep trying to use MagicaVoxel but its like my brain has this haze drop over it every time, preventing me from doing anything with it. Which is worse when it comes to 3d modelling of any kind, but come on I mean Voxels might as well be legos, this is modeling I can do. Yet I get the same brain freeze writer's block when it comes to that too.
Im thinking of drawing up a likely, realistic design for my Quad Shot rifle. The Volley Fire rifles experimented with in the 1960s were shown to be highly effective. One gun, 4 barrels, a Belt Fed pump action sniper rifle. Sounds like everything from the 80s thrown in one. But I think it could really actually work... and have excellent terminal effectiveness (maybe not MOA, but like a shotgun even if one bullet strays another one may stray ONTO target)
Re: The New What Did You Last Do Thread
I've been working a bit more on my indie game 



- enderkevin13
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Re: The New What Did You Last Do Thread
Is it gonna be free?Cage wrote:I've been working a bit more on my indie game
- wildweasel
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Re: The New What Did You Last Do Thread
I don't know but I know I'd be willing to pay for it.enderkevin13 wrote:Is it gonna be free?
Re: The New What Did You Last Do Thread
Shareware I guessenderkevin13 wrote:Is it gonna be free?

- enderkevin13
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Re: The New What Did You Last Do Thread
Ah okCage wrote:Shareware I guessenderkevin13 wrote:Is it gonna be free?I plan to release a free, playable online (since it's html5) demo and then I want to hit Greenlight.

Also, I finished redoing this train level from long ago, if any of you wanna see.
http://forum.zdoom.org/viewtopic.php?f=19&t=52255
Re: The New What Did You Last Do Thread
I also updated my roleplaying game system (board game) for the damage system. Its not a d20 game but it uses a d20 for damage.
d20 + damage modifier (or 1d6x3 instead of 1d20, the player can choose freely if they want it quick and dirty)
target subtracts armor and toughness (all characters have toughness, usually 7+)
then if they still have damage left over they suffer 1 Wound
(13 wounds and you're dead, 8 wounds and you're out and bleeding out)
For every 6 damage beyond that the number of wounds is doubled (6, 12, 18, 24).
The previous way I did it was for every X multiple of Toughness inflicted.
Now the Toughness is a damage reduction and the amount per increment (x2 wounds) is fixed most of the time.
I noticed that it wasn't quite working the way I thought when someone had alot of toughness, it was making it really hard for folks to be killed who should have been killed by certain things (like a .50cal to the head). Its also easier to have a fixed increment rather than a flexible one that changes every time the character's vital stats do.
Also made the Armor/AP issue a tradeoff process. Every +1 AP might as well be +1 damage but the notion always was that better armor piercing just means the target takes more of the damage available. But doesnt actually increase the damage so if the damage is weak (dagger, rapier) then having AP bonuses isnt going to help against something real tough.
---
And finally... decided on a change to the way I handle firearms damage. I added the difference of hydrostatic shock which puts some weapons (like .357 magnum) head and shoulders above what similar weapons do. This was something I was wanting to do for awhile and I figured out how without running big equations past a would-be DM for made up weapons.
Damage bonus is added first based on bullet size. Since larger bullets cause more damage, and while this affects ability to defeat armor... larger bullets are also heavier (that causes penetration) for their surface area.
Damage bonus is then added based on velocity.
And if it causes hydrostatic shock (at least 750 Joules on impact) adds another +3 damage.
The difference is +5 damage modifier for a 9mm, but a .357 does +9 damage even though they are rather close to each other in ballistics. Likewise a 5.56mm does +9 damage too even though its similar to a 5.7mm which only does +4 damage (and it only gets that from velocity, if it caused hydrostatic it would hit for +7)
Meanwhile the legacy stats I came up with for the heavier weapons remain about the same in effectiveness. Things upwards of 5 Dice or 6 Dice (d10s mind you) in my real old system still cause about the same. So im pretty happy about that.
d20 + damage modifier (or 1d6x3 instead of 1d20, the player can choose freely if they want it quick and dirty)
target subtracts armor and toughness (all characters have toughness, usually 7+)
then if they still have damage left over they suffer 1 Wound
(13 wounds and you're dead, 8 wounds and you're out and bleeding out)
For every 6 damage beyond that the number of wounds is doubled (6, 12, 18, 24).
The previous way I did it was for every X multiple of Toughness inflicted.
Now the Toughness is a damage reduction and the amount per increment (x2 wounds) is fixed most of the time.
I noticed that it wasn't quite working the way I thought when someone had alot of toughness, it was making it really hard for folks to be killed who should have been killed by certain things (like a .50cal to the head). Its also easier to have a fixed increment rather than a flexible one that changes every time the character's vital stats do.
Also made the Armor/AP issue a tradeoff process. Every +1 AP might as well be +1 damage but the notion always was that better armor piercing just means the target takes more of the damage available. But doesnt actually increase the damage so if the damage is weak (dagger, rapier) then having AP bonuses isnt going to help against something real tough.
---
And finally... decided on a change to the way I handle firearms damage. I added the difference of hydrostatic shock which puts some weapons (like .357 magnum) head and shoulders above what similar weapons do. This was something I was wanting to do for awhile and I figured out how without running big equations past a would-be DM for made up weapons.
Damage bonus is added first based on bullet size. Since larger bullets cause more damage, and while this affects ability to defeat armor... larger bullets are also heavier (that causes penetration) for their surface area.
Damage bonus is then added based on velocity.
And if it causes hydrostatic shock (at least 750 Joules on impact) adds another +3 damage.
The difference is +5 damage modifier for a 9mm, but a .357 does +9 damage even though they are rather close to each other in ballistics. Likewise a 5.56mm does +9 damage too even though its similar to a 5.7mm which only does +4 damage (and it only gets that from velocity, if it caused hydrostatic it would hit for +7)
Meanwhile the legacy stats I came up with for the heavier weapons remain about the same in effectiveness. Things upwards of 5 Dice or 6 Dice (d10s mind you) in my real old system still cause about the same. So im pretty happy about that.
- Sangelothi
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Re: The New What Did You Last Do Thread
Just recently started work on my old Doom mods again, it's strange to think it's almost been two years since I've messed with NeoCore, but it's coming along pretty fast now that I have all these new ideas I'm bringing to the table. I'm hoping to post something about it soon in the original thread, but I want to make a trailer with a good release date/range before I make any announcements...hopefully this time I actually make it to the release 
