Your Name: Lieutenant John Doom. Your Mission:
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: BD Johnny Version - It's comfy and easy to wear
I think making the ally marines intangible to the player would be a great solution to the problem.
- Patriot1776
- Posts: 425
- Joined: Sun Jun 29, 2008 10:24 am
- Location: Moonshine Still, North Carolina Mountains
Re: BD Johnny Version - It's comfy and easy to wear
That's exactly what I use. I just ain't got the time anymore to play through maps enough to have memorized exactly where each and every enemy is. On mappacks with perfect enemy placement, knowing exactly what's coming is critical to having a half-decent chance of living, when playing vanilla or with mods that keep things 'balanced'. I'm in the camp of thought now where getting killed often and only having a decent chance if I've got l33t skillz just makes me quit and not even play for many days because I'm not having any decent sense of enjoyment or fun at all. The only reason why I'm even wanting to play to begin with nowadays is being in a mood to kill something due to life's pressures, and getting my butt whooped trying to kill stuff just leaves me in a worse mood than I was to begin with.johnny wrote:Patriot - The health and armor in BDJ actually are already uncapped, and the bonuses give +2 instead of +1. Everything really is set up to keep you alive as much as possible, what with the extra health/armor available through fatalities. Are you using the WASD keyboard + mouse setup?
Gonna try the version now that has the original difficulty settings restored. I really liked the 'Casual' difficulty mode from Sperglord's version, and depending on how the original difficulties play, I may edit my copy to include Sperglord's 'Casual' mode.
EDIT: One thing from Zandronum I would really, REALLY like to see in GZDoom that would end all this fussing over difficulty settings changes would be 'SV_coop_damagefactor', a CVAR that resets the player damage multiplier and required a level restart I think to take effect. But when set to below 1.0, effectively reduced all damage done to you by the percentage you set it below 1.0, or increased it, if you took it above 1.0. Really made for example the later levels of Alien Vendetta and most of the levels of Speed of Doom enjoyable and survivable for non-hardcore and non-masochist players playing singleplayer who don't have hours and hours to burn playing.
Re: BD Johnny Version - It's comfy and easy to wear
Patriot - That was built into (g)zdoom long ago--damagefactor exists in MAPINFO, right where you define the skills. My current skill levels available in BDJ do exactly as you described. When you choose 40%, it means you are only taking 40%, or 0.4, of the standard enemy damage, so all damage is globally reduced by 60%. Playing at 100%, the hardest skill I have available, means playing at a damagefactor of 1.0. Playing at the bottom skill level is playing at a damagefactor of 0.25. The casual difficulty from sperglord is only 0.6, and tourist is 0.5, so those will both be harder, and everything in the original difficulties restored wad will be way harder, besides maybe "power fantasy", which is 0.3 damagefactor but has a spawnfilter of nightmare. You do have to take into account the spawnfilter of all my difficulties though, which use ultra violence (hard) as the standard. However most map authors also use this as their standard, so the spawnfilter doesn't always make a difference.
- Max Dickings
- Posts: 225
- Joined: Thu Feb 28, 2013 12:27 am
Re: BD Johnny Version - It's comfy and easy to wear
Also the new BD beta is out
(but I should remove the link etc)
Have to say I like the new AR mechanics
(but I should remove the link etc)
Have to say I like the new AR mechanics
Last edited by Max Dickings on Mon Mar 23, 2015 6:39 pm, edited 1 time in total.
- Devianteist
- Posts: 945
- Joined: Wed Sep 24, 2014 4:07 pm
- Location: Creating a SPACE HULK conversion!
- Contact:
Re: BD Johnny Version - It's comfy and easy to wear
The AR mechanics are pretty fun to use, but everything else feels run down and clunky. Especially the chaingun. It also appears he fixed the Archvile bug (where the body would act like a wall), but now it seems like the Imp now has that bug.Max Dickings wrote:Also the new BD beta is out
http://www.mediafire.com/download/nd84r ... 1-2015.zip
Have to say I like the new AR mechanics
Love the slumping bodies on the walls, too.
EDIT: To make slumping on the walls even cooler, if the wall the body is against lowers, it will fall over onto it's back.
EDIT: Hey Johnny, if you read this, I recently rediscovered a mod that I think you would rather enjoy; The SmartScav (works in GZDoom 2.x and 1.8.10). It would require that you remove your voxels, but it's pretty handy for when you've got near-full ammo/health and are forced to walk over a large ammo/health pickup (medikit, box o' shells, box o' ammo, etc.). I've already removed voxels from my copy of BDJ, simply because I'm not too fond of them all the time and it gives me a nice little performance increase.
AMV2K9's Smart Scavenger v3.2
There's a Sperglord edition that I believe could be easily tinkered with (with permission from amv2k9) to be compatible with BDJ.
- Mr.Enchanter
- Posts: 481
- Joined: Sat Mar 21, 2015 3:22 pm
- Location: USA
Re: BD Johnny Version - It's comfy and easy to wear
I'm not experienced at all with DECORATE, but how hard would I be to make melee animations for each weapon, like in the old Call of Duty or Halo?
Re: BD Johnny Version - It's comfy and easy to wear
SmartScav is a pretty cool mod, I always use it if there's a compatible version with whatever I'm playing. I'm not really a fan of the voxels anyway, so losing them isn't a big deal to me.
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manhunt7130
- Posts: 10
- Joined: Sun Mar 22, 2015 5:34 pm
Re: BD Johnny Version - It's comfy and easy to wear
hello really love this mod but i also want to try mutators but i dont know how to make a batch file
- Mr.Enchanter
- Posts: 481
- Joined: Sat Mar 21, 2015 3:22 pm
- Location: USA
Re: BD Johnny Version - It's comfy and easy to wear
Hey, can someone help me, I'd like to play this, but I keep getting an error in the startup console as follows ::
Class PowerBuddha referenced but not defined
X Execution cannot continue.
1 errors during actor postprocessing
Class PowerBuddha referenced but not defined
X Execution cannot continue.
1 errors during actor postprocessing
- Devianteist
- Posts: 945
- Joined: Wed Sep 24, 2014 4:07 pm
- Location: Creating a SPACE HULK conversion!
- Contact:
Re: BD Johnny Version - It's comfy and easy to wear
I would try updating your GZDoom. 1.8.10 or one of the 2.x builds. 2.0.05 and 1.8.10 can be found hereMr.Enchanter wrote:Hey, can someone help me, I'd like to play this, but I keep getting an error in the startup console as follows ::
Class PowerBuddha referenced but not defined
X Execution cannot continue.
1 errors during actor postprocessing
EDIT:
That would require sprites to be made to display the melee animation(s), but wouldn't need much recoding. I think the original BD kicking code would work, so long as you changed the names of the sprites to be displayed and made sure they are packed into the .WAD/.PK3 properly.Mr.Enchanter wrote:I'm not experienced at all with DECORATE, but how hard would I be to make melee animations for each weapon, like in the old Call of Duty or Halo?
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SuperV1234
- Posts: 11
- Joined: Fri Jun 15, 2012 4:13 am
Re: BD Johnny Version - It's comfy and easy to wear
I really love this mod, but I feel there are some balance issues:
- Grenades are too easy to obtain and spam in various situations. I think the player should be able to carry a maximum amount of grenades (3-4) and that grenade drop rate should be reduced.
- The chaingun feels too powerful and spamming it is very effective. Add an overheating mechanic and it will be fine.
- Fatalities can be abused, especially in situations where there is a low amount of enemies and they all have to pass through a corridor. Make it so that a fatality can be executed every 10000 damage you deal, or something like that. The more you deal damage, a fatality meter fills up, and the next melee kill will be a fatality.
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mumblemumble
- Posts: 927
- Joined: Fri Aug 23, 2013 1:59 pm
Re: BD Johnny Version - It's comfy and easy to wear
Just a reminder mark doesn't want March 21st test used in separate projects. I look forward to destructible corpses returned though
- Max Dickings
- Posts: 225
- Joined: Thu Feb 28, 2013 12:27 am
Re: BD Johnny Version - It's comfy and easy to wear
Oh yeah. He did say that. I mean. Max Dickings who's that?? 
- Devianteist
- Posts: 945
- Joined: Wed Sep 24, 2014 4:07 pm
- Location: Creating a SPACE HULK conversion!
- Contact:
Re: BD Johnny Version - It's comfy and easy to wear
I'm gonna go out on a limb here and theorize this is because of several bugs I have discovered already in the Mar. 21st test, and/or because BDJ here has received quite the positive reaction, and normal BD seems to have been fairly depreciated due to it.mumblemumble wrote:Just a reminder mark doesn't want March 21st test used in separate projects. I look forward to destructible corpses returned though
Re: BD Johnny Version - It's comfy and easy to wear
Thanks for all the hard work Johnny. I personally use the SmoothDoom variation because I was looking for something to just add some little things to the core DOOM gameplay and it fit the bill. I also added a few things to make it feel like a more modern but vanilla-y DOOM:
I can't stop playing now. Bless you
- Changed drop rates of grenades to 2% chance on Zombies, only 3 gained from backpacks, and you start with 0.
- Integrated Ultimate DoomVisor HUD with all features working (this was before the post with the new HUD package
) - Changed all the monster and item sounds to their PSX versions and ported over and modified the brutal sounds for the weapons
- Added selfie mod because why not
I can't stop playing now. Bless you
Last edited by faslrn on Wed Mar 25, 2015 8:06 am, edited 1 time in total.