Sangelothi Mods (NeoCore v5 RELEASED PG.26)

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Sangelothi
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Re: Sangelothi Mods (Some other mod has appeared)

Post by Sangelothi »

Well...not too much has changed from the last version, but I'm hoping that's a good thing.

-Two New Weapons (New Coyote and the High Pile Scrap Cannon)
-Acer Rifle has a new look
-A number of sounds have been replaced
-A couple of the pickups have been replaced with a new look
-All Armor pickups stack together, so stack away :mrgreen:
-Fixed the Revenant fireball (is now also slightly weaker, but faster)
-HUD Size Increased for better number reading

http://www.mediafire.com/?gtkgq3asoptwjfa
Last edited by Sangelothi on Tue Jul 02, 2013 7:14 pm, edited 1 time in total.
Steve1664
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Re: Sangelothi Mods (NeoCore v2 is up)

Post by Steve1664 »

Well here's a pleasant surprise! Some initial testing and everything seems to hold up well, especially the tweaked weapons. However, is the HUD supposed to fill up nearly a quarter of the screen? It's looking a lot. . . larger than I remember.
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Sangelothi
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Re: Sangelothi Mods (NeoCore v2 is up)

Post by Sangelothi »

Oops...lol, I did forget to mention the hud was increased in size. Sorry about that :)

If I may ask...what resolution are you playing on for the HUD to take up nearly a quarter of the screen??? (unless that's an exaggeration :mrgreen: )

Would it be better if the HUD was returned to the original tiny size??? I increased it because I thought it was a little hard to see the numbers :roll:
Steve1664
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Re: Sangelothi Mods (NeoCore v2 is up)

Post by Steve1664 »

1920x1080 resolution, to answer your question. It's not bad, just. . . jarring. I could see things perfectly with the original HUD size, by the way.
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Captain J
 
 
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Re: Sangelothi Mods (NeoCore v2 is up)

Post by Captain J »

that wad is pretty as links. :D
anyway i want to share this wad with my version. also i need to upgrade my version too, so hold it.
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Sangelothi
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Re: Sangelothi Mods (NeoCore v2 is up)

Post by Sangelothi »

You...have your own version of my wad??? Cool :)
Xanirus
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Re: Sangelothi Mods (NeoCore v2 is up)

Post by Xanirus »

Ahhhh yeah....downloading now! :D
Xanirus
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Re: Sangelothi Mods (NeoCore v2 is up)

Post by Xanirus »

Steve1664 wrote:Well here's a pleasant surprise! Some initial testing and everything seems to hold up well, especially the tweaked weapons. However, is the HUD supposed to fill up nearly a quarter of the screen? It's looking a lot. . . larger than I remember.
It is quite larger. You can decrease the size by using "HUD_SCALE FALSE" in the console, but then it's a bit small.
Vict
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Re: Sangelothi Mods (NeoCore v2 is up)

Post by Vict »

Awesome mod Sang, though it seems that the new coyote may be just a -touch- overpowered... You can kill bigger enemies with just over a single "shot". Have you tried reducing the number of hitscans it fires? It seems to fire 5 shots of 2 "pellets" (Correct me if I'm wrong). Could increase the damage slightly to compensate I guess, or just decrease it overall. Less pellets means it's easier to miss.

EDIT: Nevermind, I see what you did with the Coyote. It guzzles through relatively rare ammo fast enough.
Captain J wrote:that wad is pretty as links. :D
anyway i want to share this wad with my version. also i need to upgrade my version too, so hold it.
Neat, what changes did you make?
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Captain J
 
 
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Re: Sangelothi Mods (NeoCore v2 is up)

Post by Captain J »

http://www.mediafire.com/?mbchag3ki43x695

there ya go, finished right up. i just changed few weapons damages, sounds and added wildweasel's bullet casings.
also i decided to share two chainsaw replacement weapons; heavy pistol and automatic pistol. now automatic pistol's name is cockburn pistol and uses 9mm ammos.

i hope you're liked it.
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wildweasel
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Re: Sangelothi Mods (NeoCore v2 is up)

Post by wildweasel »

Out of curiosity, is there any particular reason you're still using the old "IsReloading" method as opposed to the newer, simpler method using A_WeaponReady(WRF_ALLOWRELOAD)?
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Sangelothi
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Re: Sangelothi Mods (NeoCore v2 is up)

Post by Sangelothi »

When I started the mod...I don't recall A_WeaponReady(WRF_ALLOWRELOAD) being implemented yet :)
I've already started sprite work for a new weapon mod that will use A_WeaponReady(WRF_ALLOWRELOAD)...but that doesn't mean I'm done with NeoCore, so feedback would be great, that way I know what changes I could/should make for the next version(s)
Xanirus
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Re: Sangelothi Mods (NeoCore v2 is up)

Post by Xanirus »

Any chances of returning the HUD back to it's original size? (Or at least someone telling me how to do it in SLADE?)
Vict
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Re: Sangelothi Mods (NeoCore v2 is up)

Post by Vict »

Captain J wrote:http://www.mediafire.com/?mbchag3ki43x695

there ya go, finished right up. i just changed few weapons damages, sounds and added wildweasel's bullet casings.
also i decided to share two chainsaw replacement weapons; heavy pistol and automatic pistol. now automatic pistol's name is cockburn pistol and uses 9mm ammos.

i hope you're liked it.
Nice, the new magazine sizes, ammo pickups, and weapon damages really balance out the mod more (Though may be a bit too strict...). Though I think it's time for the magnum pistol to get a new sprite, hehe.

A lot of these changes would fit into the base mod very well.

EDIT: Teeeeeny nitpick that I'm going to fix with a couple seconds worth of editing, but just pointing out that the Ox Clot shells are too small to be 10-gauge, and the Citrus shells are too big to be 15-gauge, so I'm going to reverse them and clean up some of the pickup messages. Pretty awesome work though. :)

EDIT2: Hm, the ammo pickups aren't enough considering how fast some weapons burn through it. Might just set it back to what Sang had them at.
Last edited by Vict on Wed Jul 03, 2013 8:57 pm, edited 4 times in total.
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hitmanx
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Re: Sangelothi Mods (NeoCore v2 is up)

Post by hitmanx »

Nooooooo. Change the shotgun sound back. I loved the old sound.

Not to tell you how to make your mod or anything :P

And I don't really like that new sprite for the acer rifle. That's just personal taste though.
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