[1.0.1]The Veteran (New trailer, last hurrah!)

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A.Gamma
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Re: [WIP/Release]The Veteran

Post by A.Gamma »

Steve1664 wrote:Sorry to bother, but would it be possible to create a mirror for downloading the mod while DRD Team is down?
Sure, no worries. Here it is.

This is actually a slightly updated version which makes the shotgun main fire sound actually sync with the sprite.
Last edited by A.Gamma on Sat May 18, 2013 7:14 pm, edited 1 time in total.
Steve1664
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Re: [WIP/Release]The Veteran

Post by Steve1664 »

Thanks for the quick replay; here are my thoughts so far:

The best mods are often nice and simple, and I like the quick' n' dirty approach this one takes. Thanks for adding the kick as a secondary function on most weapons; it's great for crowd control. That said, I happened to play on a wad where there aren't any zombies that drop weapons around, and woe be to you if you don't manage to get a shotgun for close combat right away. That's more the WAD's fault than yours, though. Just keep up the good work refining it; maybe smooth out some animations and add things like a hand gripping on the double-barreled to make it look nicer.

EDIT: You also should add key indicators; right now there aren't any that I can see.
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A.Gamma
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Re: [WIP/Release]The Veteran

Post by A.Gamma »

Steve1664 wrote:Thanks for the quick replay; here are my thoughts so far:

The best mods are often nice and simple, and I like the quick' n' dirty approach this one takes. Thanks for adding the kick as a secondary function on most weapons; it's great for crowd control. That said, I happened to play on a wad where there aren't any zombies that drop weapons around, and woe be to you if you don't manage to get a shotgun for close combat right away. That's more the WAD's fault than yours, though. Just keep up the good work refining it; maybe smooth out some animations and add things like a hand gripping on the double-barreled to make it look nicer.

EDIT: You also should add key indicators; right now there aren't any that I can see.
Glad you're enjoying it :D

Key indicators have been defined since the beginning as you can see here : Image

Maybe it's something with the WAD you're playing?
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A.Gamma
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Re: [WIP/Release]The Veteran

Post by A.Gamma »

Hi there guys!
After a long time of abandonment I decided that it was time to update this thing. Nothing really big though, just some small bug fixes and cosmetic enhancements .

Download it!
Spoiler: Changelog
Last edited by A.Gamma on Thu Dec 05, 2013 2:25 am, edited 1 time in total.
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Ed the Bat
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Re: [WIP/Release]The Veteran

Post by Ed the Bat »

Ah, good! I was hoping I'd see more activity on this at some point. :)

EDIT: Bloop, got a tiny glitch. When my dragon power ran out, I guess I was still holding Fire, and got the error, "Jump target 'DragonStageCount' not found in Brawl".
I guess the command for A_Refire("DragonStageCount") was still trying to execute as the weapon was powering down, and I know the un-powered version doesn't have the DragonStageCount state. I guess a possible fix could be to put a dummy DragonStageCount state in Brawl that just redirects to one of the other states, to clear the warning message?

Also, this one is really not very important, but... in most cases, I'd suggest moving the playerclass declaration to MAPINFO, to ensure flexibility in the future. KEYCONF's methods cause problems when trying to pair and combine multiple projects. I think the KEYCONF method is required for Zandronum because of how disgustingly out of date that is, but this project doesn't run in that port anyway. Anyhow, just some food for thought.

EDIT #2: I've taken the liberty of fixing the warning with the dragon fists. I also went ahead and moved playerclasses to MAPINFO, and gave all the weapons some code cleanup. Now the guns should all automatically put themselves away when out of ammo (no more sifting through empty guns in a hurry!), and holding Reload on a full gun won't make it freeze in your hands. Give it a try, if you please, and if I missed anything important, or made a mistake and broke something, let me know and I'll get right on it.
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A.Gamma
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Re: [WIP/Release]The Veteran

Post by A.Gamma »

I'm not really sure how I missed that Dragon Brawl glitch up until now... D:
Anyway, thanks a lot for fixing it, also would you mind if I include your fixes in the next update?
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Re: [WIP/Release]The Veteran

Post by Ed the Bat »

I'd be honored, friend! I'm also always available to pitch in some time/effort (I've got plenty to spare!) if anything else pops up. :D
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A.Gamma
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Re: [WIP/Release]The Veteran (Updated to 0.7a)

Post by A.Gamma »

Ok, thanks to Ed the Bat the mod has been updated to version 0.7a!

Get it!
Spoiler: Changelog
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Re: [WIP/Release]The Veteran (Updated to 0.7a)

Post by Untitled »

So I tried this out a bit and:
Pretty good. Tested on UAC Ultra and Speed of Doom. Had a REALLY nice flow to it until late game; there, two issues started rearing their ugly heads:
1. The Festivity is a bit on the weak side. As it stands, it's no better than an ordinary rocket when it comes to crowd clearing; yet fires slower. If, say, a horde of 50 Hell Knights shows up, this isn't going to be doing much good.
2. Well, now that I've mentioned hell knight hordes, the other problem is lack of a /superweapon/. Doom had the BFG. Heretic had the Tome. Hexen had the Wraithverge. Duke Nukem had the Devastators. This...sort of needs one, because of mentioned problems, such as maps that go "oh hey have a BFG now use it or die" and throw a horde of Hell Knights and Revenants, with a couple Cyberdemons added for good measure.
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Ed the Bat
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Re: [WIP/Release]The Veteran (Updated to 0.7a)

Post by Ed the Bat »

Untitled wrote:The Festivity is a bit on the weak side. As it stands, it's no better than an ordinary rocket when it comes to crowd clearing; yet fires slower.
The Festivity takes 14 tics to fire, wheras Doom's Rocket Launcher took 20. This makes it 30% faster, not to mention that it launches as soon as the trigger is pressed, not 8 tics into the sequence like Doom's Launcher. And if more firepower is needed, this is what the alt-fire charged shot is for.
Untitled wrote:Well, now that I've mentioned hell knight hordes, the other problem is lack of a /superweapon/.
The CrowdMower fires at a rate of over 600rpm, with each bullet carrying a base damage of 18 (3 pellets with 6 damage), and uses a 100-round magazine, with 500 rounds total when wearing a backpack. With two options for how wide the spread is, I consider this a very effective crowd control device, on par with or greater than some of the weapons you quoted above.
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Re: [WIP/Release]The Veteran (Updated to 0.7a)

Post by Untitled »

Well my bad; it just feels slower. Also, if you don't charge it, it's explosion is laughable.
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Ed the Bat
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Re: [WIP/Release]The Veteran (Updated to 0.7a)

Post by Ed the Bat »

Untitled wrote:Well my bad; it just feels slower. Also, if you don't charge it, it's explosion is laughable.
The uncharged rocket explosion has a damage of 80, compared to the standard Launcher's 128. So yes, the Festivity has a weaker boom. But, the missile hits for a base value of 60 (bear in mind the projectile damage multiplier is random(1,8)), which is three times as powerful as the Doom rocket.
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Re: [WIP/Release]The Veteran (Updated to 0.7a)

Post by Untitled »

Ed the Bat wrote:
Untitled wrote:Well my bad; it just feels slower. Also, if you don't charge it, it's explosion is laughable.
But, the missile hits for a base value of 60 (bear in mind the projectile damage multiplier is random(1,8)), which is three times as powerful as the Doom rocket.
It has +StrifeDamage. I checked. StrifeDamage means the multiplier is only random(1,4), which means that it effectively only has 1.5 times the power of the Doom Rocket.

Also, in measuring rocket power, the splash damage is always the more important value.

Also, the radius on the uncharged Festivity Rocket is 40. A normal rocket is 128, meaning this thing can barely hit two demons with splash.

The charge is neat though, and much to my joy, unlike other overcharge explosions (to prevent charging for too long), this one only does a fraction of the damage-nice to remind me not to charge too long, but not long enough to be "WTH I HELD FOR ONE SECOND TOO LONG AND I DIE INSTANTLY"
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Re: [WIP/Release]The Veteran (Updated to 0.7a)

Post by Ed the Bat »

Untitled wrote:It has +StrifeDamage. I checked. StrifeDamage means the multiplier is only random(1,4), which means that it effectively only has 1.5 times the power of the Doom Rocket.
Aha, you are correct! I'd forgotten that part. My bad.
Untitled wrote:Also, in measuring rocket power, the splash damage is always the more important value.
Gotta disagree. It is certainly important, but I would not say 'always'. For instance, when fighting a Cyberdemon, or another monster invulnerable against radial damage, I would consider it of zero importance.
Untitled wrote:Also, the radius on the uncharged Festivity Rocket is 40. A normal rocket is 128, meaning this thing can barely hit two demons with splash.
A fair point. The radius is rather small, compared to the default Rocket Launcher.
Untitled wrote:The charge is neat though, and much to my joy, unlike other overcharge explosions (to prevent charging for too long), this one only does a fraction of the damage-nice to remind me not to charge too long, but not long enough to be "WTH I HELD FOR ONE SECOND TOO LONG AND I DIE INSTANTLY"
I agree to this. The punishment is lenient enough to be fair, but still memorable enough that one would typically not make the same mistake twice. =P
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A.Gamma
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Re: [WIP/Release]The Veteran (Updated to 0.7a)

Post by A.Gamma »

I actually have been considering to either, power up the Festivity, or add some sort of Super Weapon, what do you guys think? Should I beef up the Festivity, or should I add a Super Weapon?
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