MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Forum rules
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.
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.
- PerilousPear
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Re: [WIP] MetaDoom - Techdemo 2 "Kane" Released! (p29)
Not sure if someone brought this up before, but I get this when I try to launch:
"Execution could not continue.
Script error, "metadoom_td2_kane.pk3:actors/player.dec" line 66:
Sprite names must be exactly 4 characters"
"Execution could not continue.
Script error, "metadoom_td2_kane.pk3:actors/player.dec" line 66:
Sprite names must be exactly 4 characters"
Re: [WIP] MetaDoom - Techdemo 2 "Kane" Released! (p29)
Get the latest devbuild of GZDoom.
- Kinsie
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Re: [WIP] MetaDoom - Techdemo 2 "Kane" Released! (p29)
Yes, all inventory items share the same "ammo" type. This is to give you more options in a fight without having to force yourself not to use certain options so that you can save them for later. In practice, I'm still not sure how well it works...TonicBH wrote:* Are the Tesla Rockets and Grenades supposed to share the same ammo pool? Since both of them can be picked up, it just seems to add grenades to both types once you have both Tesla and Grenades.
I just gave it a tweak. Primary fire now uses half the ammo while still firing at the same rate. We'll see how that changes things.TonicBH wrote:* The chaingun in its current state chews through bullets way too quickly. Perhaps tone down the speed and give the bullet hose speed of the primary to the secondary instead?
It's hard to see, but I incorporated little bits of the Doom 3 pistol into the current pistol sprite. Doom 2 RPG assault rifle was just the Doom 3 one visually. Doom alpha... I'll probably incorporate bits of that when I add the Burst Rifle from Doom 4 multi.TonicBH wrote:* Have you considered the Doom 3 pistol or the Doom Beta/Doom II RPG assault rifle as a low-tier bullet weapon? It seems weird to grab ammo from zombiemen when you don't have a gun you can immediately use bullets with unless you stumble upon a machine gunner/chaingunner at the same time...
The melee button's "cooldown" after punching has been dramatically reduced, and some enemies will pain flinch for longer when punched so that, say, Shotgunners don't shoot you in the face before they hit the ground.TonicBH wrote:* I love the melee to gain health mechanic, but the default punch is too slow. Most of the time I see no reason to use it as I'll punch even a low-tier enemy, only for me to take more damage than it would've just to kill them normally, for a meager health gain. Having the enemies fly a bit too far back also leads into its own problem...
* Knockback with melee might need some adjustment. While enemies being knocked back helps (keeps demons/hellhounds off you for a spell), the numbers should be tweaked a little. Maybe bigger foes shouldn't go as far, or don't move at all. Makes follow-up punches with Berserk a bit harder to do without potentially taking more damage.
Thanks so much for the feedback!
- Kinsie
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Re: [WIP] MetaDoom - Techdemo 2 "Kane" Released! (p29)
Tech Demo 2.1 - "Kane" (~16mb)


v.TD2.1 "Kane" (26/08/16)
========================
A little less buggy, a little prettier.
- Fixed the Chaingun tag being missing
- Tweaked Chaingun firing sound
- Halved Chaingun primary ammo consumption
- Reduced cooldown on melee attacks
- Many monsters now react to melee attacks in a "fairer" way
- Made the Shield Wall actually spawn. Oops.
- Tesla Rocket and BFG zappers now properly award points for killing monsters (only awards them to player 1 right now, sorry co-op fans. debugging pointer bugs is hard af)
- Fixed Z-Sec roll not resetting when damaged by Holy Water (thanks murb)
- Made the Revenant missile both prettier and more accurate to its original behavior
- Slashed 30hp off the Hellhound
- Cacodemons and Pain Elementals can now be scared by Holy Water
- Made the Lost Soul all pretty-like, including a custom death sequence for Holy Water
- Stopped the "kill monsters" cheat from killing the framerate on maps with hundreds of monsters
- Removed randomization from Gauss Cannon puffsplosion
- Added system for negating Archvile attacks in preparation for a future weapon
- Added a new cheat...
- Captain J
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)
Excellent updates with lost soul, i really love its flame going on the body!
Except chaingun's altfire sound is still not loud enough than primary one and doesn't releases casings. And if i can say about the letdown things of the lost soul's fancy death, i was expected for eyes being lighten off slowly and flings bigger debris, but nope.
Other than graphical issues, it's fair and good update.
Except chaingun's altfire sound is still not loud enough than primary one and doesn't releases casings. And if i can say about the letdown things of the lost soul's fancy death, i was expected for eyes being lighten off slowly and flings bigger debris, but nope.
Other than graphical issues, it's fair and good update.
- Viscra Maelstrom
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)
the Shield Wall's throwing arc is really weird. it feels like it has the same range as a grenade, but there's no need to actually throw it that far. is it supposed to go that far? also, if you throw it at your feet, you actually get stuck inside the thing.
it's fairly satisfying to play now. most of the guns have the right oomph to them now, though some are a bit off-feeling; shotgun grenades feeling weak, machinegun missiles and their cost, rocket launcher being spammable (or at least has a significantly higher firerate) if you tap the fire button, as well as the alt fire being delayed, going out of the gauss cannon scope looks a bit weird as the scope takes some time to fully exit, and the BFG alt-fire being weak. but overall, i'm getting more accustomed to these remixed weapons. well done so far.
it's fairly satisfying to play now. most of the guns have the right oomph to them now, though some are a bit off-feeling; shotgun grenades feeling weak, machinegun missiles and their cost, rocket launcher being spammable (or at least has a significantly higher firerate) if you tap the fire button, as well as the alt fire being delayed, going out of the gauss cannon scope looks a bit weird as the scope takes some time to fully exit, and the BFG alt-fire being weak. but overall, i'm getting more accustomed to these remixed weapons. well done so far.
- Hetdegon
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)
Good job so far, Kinsie.
I like it a lot, but I agree the shotgun grenade feels very underpowered. Either that or has too much randomization in damage, many times I couldn't kill a shotgunner with it, despite a single shotgun shot usually being capable of it. That's the only real complaint I can think of, though. It's coming along nicely.
I like it a lot, but I agree the shotgun grenade feels very underpowered. Either that or has too much randomization in damage, many times I couldn't kill a shotgunner with it, despite a single shotgun shot usually being capable of it. That's the only real complaint I can think of, though. It's coming along nicely.
- Kinsie
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)
I'm not sure of the best way to handle this, honestly. I'd love to have the alt-fire be activatable anytime while still having a delay after firing the weapon, but I'm not sure of the best way to handle that... I'll have a bit of a play I guess.Viscra Maelstrom wrote:rocket launcher being spammable (or at least has a significantly higher firerate) if you tap the fire button, as well as the alt fire being delayed
As for the Shotgun Grenade, I just made its explosion identical to that of a Rocket damage and radius-wise. I'm afraid that this will make rockets less relevant, but we'll see what happens.
EDIT: Improved the situation a bit - Rocket Launcher has a short cool-down to lower the firing rate that can be "interrupted" with the alt-fire.
- wildweasel
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)
It may be worth noting that you can have A_WeaponReady check for specific fire buttons using the WRF_NOPRIMARY and WRF_NOSECONDARY flags.
- Kinsie
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)
That's what I'm using now. You still can't, say, hit the detonate the moment the rocket spawns and gib yourself like in Doom 4, but it's a lot nicer than before.wildweasel wrote:It may be worth noting that you can have A_WeaponReady check for specific fire buttons using the WRF_NOPRIMARY and WRF_NOSECONDARY flags.
- Captain J
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)
I'm sure it'll be not much relevant; while shotgun's grenade reloading is very slow and never goes forward unlike rockets. Also, spends 4 shells.Kinsie wrote:As for the Shotgun Grenade, I just made its explosion identical to that of a Rocket damage and radius-wise. I'm afraid that this will make rockets less relevant, but we'll see what happens.
And i just found some funny feature. When you release the rocket pods from machine gun, it don't alert enemies. But chaingun's transforming and Gauss Cannon zooming does alert them. Is it intentional?
- Kinsie
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)
New Toy Acquired!
Fire Extinguisher:
Your standard-issue, run-of-the-mill aluminum cylinder full of chemical foam, designed for dealing with electrical fires, cooking incidents, and the burning pits of Hell Itself.
Press Fire to spray it out in front of you and extinguish fireballs, burning barrels and other things that make your skin sizzle. Press Alternate Fire to spray it over yourself, which may come in useful if you're on fire and you don't mind chemicals and not breathing.
- Captain J
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)
If it can kill something, let me guess, they gets frozen when extinguished. Right?
- Kinsie
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)
That isn't a bad idea... at this exact moment, the fire extinguisher can only damage (and instakill) Lost Souls.Captain J wrote:If it can kill something, let me guess, they gets frozen when extinguished. Right?
Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)
I never played the Doom RPGs, but didn't it inflict damage on Archviles too?Kinsie wrote:That isn't a bad idea... at this exact moment, the fire extinguisher can only damage (and instakill) Lost Souls.Captain J wrote:If it can kill something, let me guess, they gets frozen when extinguished. Right?
IMO it should do a non-zero but still rather insignificant amount of damage (like, count-on-one-hand insignificant) to most enemies, just so you can get those humiliation kills (it could do bonus damage to Pain Elementals and Archviles in addition to the aforementioned Lost Soul instakill). Maybe make the quick melee button with this weapon in particular actually smack them with the canister.
Also it would be funny if you were immune (or at least resistant) to damagefloors while using the altfire. I mean, not all of them are actually fire-based, but...


