Netronian Chaos V.3.57: The Final, Last, Concluding Update

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openroadracer
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Re: Netronian Chaos V.3.3: Time to Start the Future Year

Post by openroadracer »

By the way, two things, one bug and one minor request:

First, it seems there's an issue with the "Friendly Greens" mutator, something about an asset being referenced twice? That's most likely a bug.

Second, is there a version of this that's just the weapons, without the replacement enemies? Or at least, the most recent version that's only the weapons? I'd like to see how these weapons handle against some of the enemy replacement mods I've got. In fact, maybe offer an enemies only version of the mod to pit the Netronians against things like Combined Arms or something? That'd be cool, I think.
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Re: Netronian Chaos V.3.3: Time to Start the Future Year

Post by Captain J »

openroadracer wrote:First, it seems there's an issue with the "Friendly Greens" mutator, something about an asset being referenced twice? That's most likely a bug.
I tried the addon with the version 3.3 and got no problem at all. Try update the mod and then reset the load order.
Second, is there a version of this that's just the weapons, without the replacement enemies? Or at least, the most recent version that's only the weapons? I'd like to see how these weapons handle against some of the enemy replacement mods I've got. In fact, maybe offer an enemies only version of the mod to pit the Netronians against things like Combined Arms or something? That'd be cool, I think.
I'd love to, but it's not the priority right now. But you may separate either weapons or enemies of the mod if you have some time to spare!
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Re: Netronian Chaos V.3.3: Time to Start the Future Year

Post by openroadracer »

Captain J wrote:I tried the addon with the version 3.3 and got no problem at all. Try update the mod and then reset the load order.
Yeah, I think I tried that; but I think the bigger problem is that I don't have Chex Quest, which means I couldn't use "Friendly Greens" even if I wanted to. *facepalm*
I'd love to, but it's not the priority right now. But you may separate either weapons or enemies of the mod if you have some time to spare!
Yeah, I'd rather not take the risk of breaking something if I screw it up. I'll just wait. It's plenty fun as it is.
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Re: Netronian Chaos V.3.3: Time to Start the Future Year

Post by Rachael »

openroadracer wrote:Yeah, I think I tried that; but I think the bigger problem is that I don't have Chex Quest, which means I couldn't use "Friendly Greens" even if I wanted to. *facepalm*
It's a free game, so it's very easy to get.

http://www.chucktropolis.com/gamers.htm
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Re: Netronian Chaos V.3.3: Time to Start the Future Year

Post by Linz »

Netronian Chaos is my favourite anime is the obvious joke to make towards it using some anime sfx(although the only one I picked up is one from DBZ)

Btw,having fun playing the mod,looking forward to the addon and whatever new gameplay mods you have planned
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Re: Netronian Chaos V.3.3: Time to Start the Future Year

Post by openroadracer »

Rachael wrote:It's a free game, so it's very easy to get.
Thank you, Rachel.

Feel like a fool about that "not having Chex Quest" bit...
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Re: Netronian Chaos V.3.3: Time to Start the Future Year

Post by Captain J »

Oh... So you did not have Chex Quest. You have to get the game including the chex iwad to run along with the addon. Like i said, i gave it a try and had no error messages at all. But it might need some improvements, though. Going to update that addon soon!
Linz wrote:Netronian Chaos is my favourite anime is the obvious joke to make towards it using some anime sfx(although the only one I picked up is one from DBZ)

Btw,having fun playing the mod,looking forward to the addon and whatever new gameplay mods you have planned
Why thank you!
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Re: Netronian Chaos V.3.3: Time to Start the Future Year

Post by openroadracer »

Okay, so, I've been having plenty of fun with Netronian Chaos since I got that little issue figured out; but what I'm about to ask is going to seem even more insignificant.

You see, the ammo limits for a lot of the weapons don't correspond to a number of "complete" magazines for the weapons that use those ammo types, and that's an incredibly minor issue that still just gets me a little bit.

For the 7.62mm ammo used by the Combat Rifle and the Squad Support Gun, this is relatively easily solved: a reserve capacity of 210 before you find a backpack, and 420 with a backpack; which is less than currently, but would equate to 7/14 magazines for the CR and 3/6 for the Squad Gun.

However, for the 9mm Pistol ammo, used by the Service Pistol and the Burst Pistol, this is trickier: the best number to use as a base here would be 90, but that's markedly lower than the current pre-backpack number of 140. However, a 180/360 doesn't sound to me like it'd be too out of line.

The 5.7mm ammo for the Machine Carbine and the Burst SMG could go either way. The way it is right now, the pre-backpack 240 limit makes the Burst SMG have an incomplete last magazine; however, the 480 reserve capacity you get with a backpack lines up well with both. But if you wanted to justify giving these two guns a bit of a damage buff, you could reduce their reserve ammo limit to 160/320; or you could go the other way and nerf their damage while buffing their ammo reserve to 320/640. Either way would work.

As for the 12-gauge shells used by the Riotgun and the Hand Sweeper, just use multiples of eight; 56/112 sounds easy enough; but that is the exact same as the .44 Magnum rounds for the Heavy Pistol. 48/96 could also be used.

The .308 rounds for the Semi-Auto Rifle wouldn't go up much at all; just a change to a 135/270. Reducing that limit, on the other hand, could bring it down to as little as 108/216; but that could be used to justify buffing the SAR's damage to make it more meaningfully powerful over the CR and SSG.

The limit for Annihilium cells would have to be increased somewhat; the 90 round capacitor used by the Annihilator and the 40 round capacitor used by the Coil Carbine mean that you'd have to go with a 360/720 capacity. You might have to nerf the damage of these two and the Tri-Desolator a little bit.

And lastly, the Anti-Armor Rifle: I feel like it's too weak for how slow it fires relative to the other Rocket Launcher replacements; in this case, I'd honestly be in favor of nerfing both mag size and reserve capacity. Cut its magazine to just five rounds and then give it a marked damage per shot buff, but reduce the reserve capacity for the 12.7mm slugs to just 35/70. I feel like with how slow its bolt action is, the AAR should be a real "precision powerhouse" that's specifically intended for picking off single strong targets from long range. This would, however, require the Heavy Vulcan to also be rebalanced.

(sigh) Okay, that wasn't nearly as "insignificant" as I claimed it would be...
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Re: Netronian Chaos V.3.3: Time to Start the Future Year

Post by Captain J »

Thanks so much for the constructive feedback. I just used the windows calculator for measuring ammo capacity and stuff. I might should revisit it.
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Re: Netronian Chaos V.3.3: Time to Start the Future Year

Post by openroadracer »

Captain J wrote:Thanks so much for the constructive feedback. I just used the windows calculator for measuring ammo capacity and stuff. I might should revisit it.
I mean, of course, Anti-Armor Rifle aside, these are all presuming you stick with the current magazine sizes. If you feel like it'd be better to adjust the mag sizes instead of the reserve capacities, that's up to you.

I understand that this is DooM and it doesn't necessarily have to make logical sense; but I still feel like it'd be better if the reserve capacities matched up to an exact number of complete magazines for the weapons that use those ammo types.

Also, while I'm here, maybe consider nerfing the reserve capacity for the Personal Defense Arm's .45ACP rounds. It having a capacity of 225/450 when the other two SMGs' 5.7mm rounds get a capacity of 240/480 is kinda ridiculous. It takes all day to run the PDA out of ammo. I'd actually consider dropping it to 200/400, if not maybe further.
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Re: Netronian Chaos V.3.3: Time to Start the Future Year

Post by openroadracer »

Oh, yeah, one minor little bug here: It seems to me that, when I'm playing Netronian Chaos with Chex Quest, I can't actually pick up the Fierce Caliber.

It's ONLY when I'm playing with Chex Quest that this happens. Any other .IWAD, I can pick up the FC just fine. It also doesn't mess with either the Tri-Desolator or the Heavy Vulcan, ONLY the Fierce Caliber can't be picked up.
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Re: Netronian Chaos V.3.3: Time to Start the Future Year

Post by Captain J »

With Friendly Greens or without it, i can pickup Fierce Caliber anytime in Chex Quest 3. Yeah, Chex Quest 3.

Maybe you still turned on the weapon limit? Or maybe you didn't update the required files(Netronian Chaos version 3.3 and all kinds of important thing)?
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Re: Netronian Chaos V.3.3: Time to Start the Future Year

Post by openroadracer »

Captain J wrote:With Friendly Greens or without it, i can pickup Fierce Caliber anytime in Chex Quest 3. Yeah, Chex Quest 3.

Maybe you still turned on the weapon limit? Or maybe you didn't update the required files(Netronian Chaos version 3.3 and all kinds of important thing)?
I'm pretty sure I've got all the latest files, including downloading Chex Quest 3 from the link Rachel provided; and I've always had the Weapon Limit off.
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Re: Netronian Chaos V.3.3: Time to Start the Future Year

Post by Captain J »

I'm not really fond of that headshot thing, but that cordie addon is cute! Thanks for the vid.
openroadracer wrote:I'm pretty sure I've got all the latest files, including downloading Chex Quest 3 from the link Rachel provided; and I've always had the Weapon Limit off.
That's... Rather weird. I also turned on the Disable Weapon Limit and it indeed worked like a charm. Maybe your safe file is corrupted or running with other addons? Try restart your game and pickup the Fierce Caliber, that replaces LAZ device in E1M2. See if it works.

EDIT: Alright, have you ever dropped Fierce Caliber before and then you can't pick it up again? Because i'm pretty sure that's the reason. Not sure why this is happening, though.
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Re: Netronian Chaos V.3.3: Time to Start the Future Year

Post by openroadracer »

Captain J wrote:That's... Rather weird. I also turned on the Disable Weapon Limit and it indeed worked like a charm. Maybe your safe file is corrupted or running with other addons? Try restart your game and pickup the Fierce Caliber, that replaces LAZ device in E1M2. See if it works.
Ah, yeah, I've tried a few times to pick up that specific gun, but it wouldn't take. Never was able to pick the gun up to begin with, so I wasn't able to try the "drop and recover" method.

List of mods running at the time in exact load order was:
aim_assist_0.6.pk3
autoautosave-1.3.pk3
mXhairs_2.1.pk3
precise-crosshair-v1.4.1.pk3
warm-reception-v0.3.pk3
GCV_UAC.zip(had to manually edit a couple of map hashes to get it to actually work with CQ3)
CJs_Netronian_Chaos.pk3
NCMutator_ExtraBombmeter.pk3
NCMutator_FriendlyGreens.pk3
NCMutator_PersonalColors.pk3
damageflash.wad
Universal_Enhanced_AI.pk3
BAC.pk3
brightmaps.pk3(GZDoom's own)
lights.pk3(GZDoom's own)

As you can see, I tried to provide links for as many as possible.

EDIT: Oh, one last thing: GZDoom 4.4.X just eats my RAM like you wouldn't believe, so I've been sticking to GZ4.3.3. If that makes any difference.
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