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Re: [Contest] Doom Mutator Contest 2!

Posted: Thu May 20, 2010 4:23 am
by neoworm
wildweasel wrote:Macross Missile Massacre
You got me. I am gonna watch Macross F and play your mod whole weekend now...

Re: [Contest] Doom Mutator Contest 2!

Posted: Fri May 21, 2010 9:05 am
by DoomRater
Hey does the shotgun still let you go fire fire fire altfire to shoot off SIX barrels? Cuz an early version of mine did and HOLY CRAP THINGS DIE.

Re: [Contest] Doom Mutator Contest 2!

Posted: Fri May 21, 2010 11:43 am
by wildweasel
DoomRater wrote:Hey does the shotgun still let you go fire fire fire altfire to shoot off SIX barrels? Cuz an early version of mine did and HOLY CRAP THINGS DIE.
It shouldn't anymore, because the altfire will now just reload the shotgun if the weapon isn't fully loaded.

Re: [Contest] Doom Mutator Contest 2!

Posted: Fri May 21, 2010 4:55 pm
by DoomRater
Yeah I woulda said something about it earlier had I thought about it... But thanks for making altifre reload now, makes it a way more versatile weapon instead of OMFG overpowered.

Edit: wait... it wasn't working when I downloaded it... both an updated version of GZdoom and the ZDoom I was using both choked on it? It's actually why I asked instead of just trying it. Line 490, something about SMF_PRECISE

Re: [Contest] Doom Mutator Contest 2!

Posted: Fri May 21, 2010 5:05 pm
by Project Shadowcat
DoomRater wrote:Yeah I woulda said something about it earlier had I thought about it... But thanks for making altifre reload now, makes it a way more versatile weapon instead of OMFG overpowered.

Edit: wait... it wasn't working when I downloaded it... both an updated version of GZdoom and the ZDoom I was using both choked on it? It's actually why I asked instead of just trying it. Line 490, something about SMF_PRECISE
Get the latest bleeding edge subversion, it works here.

Re: [Contest] Doom Mutator Contest 2!

Posted: Fri May 21, 2010 5:24 pm
by DoomRater
Oh right... tried this morning and that bleeding latest version like fails to allocate memory when running, so I'll grab another one until it works.

Re: [Contest] Doom Mutator Contest 2!

Posted: Fri May 21, 2010 5:29 pm
by Captain Ventris
The winner of this contest will be the person who makes "Style Mod vs. Omega".

Re: [Contest] Doom Mutator Contest 2!

Posted: Fri May 21, 2010 6:11 pm
by wildweasel
Captain Ventris wrote:The winner of this contest will be the person who makes "Style Mod vs. Omega".
Yeah, now that I've played around with Omega for a while, it's actually really cool!

I also played around with the Cricket mod - that's also quite fun (and very simple) but also exceedingly hard...

Re: [Contest] Doom Mutator Contest 2!

Posted: Sat May 22, 2010 4:12 am
by Jimmy
wildweasel wrote:
Captain Ventris wrote:The winner of this contest will be the person who makes "Style Mod vs. Omega".
Yeah, now that I've played around with Omega for a while, it's actually really cool!
Hehe, thanks. :P I've altered quite a few things here and there since the last release, in the hopes that I've ironed out the balance issues, but I hope I haven't changed it too radically in doing so. :P However, the problem I'm having with the "Pyro Sphere" attack is really beginning to frustrate me. :?

Re: [Contest] Doom Mutator Contest 2!

Posted: Sat May 22, 2010 8:57 am
by Viscra Maelstrom
I can't run Weasel's style mod. I got a script error: unknown identifier SMF_precise. I use GZDoom 1.4.8

Re: [Contest] Doom Mutator Contest 2!

Posted: Sat May 22, 2010 9:21 am
by ZDG
Get the lastest SVN.

Re: [Contest] Doom Mutator Contest 2!

Posted: Sat May 22, 2010 10:59 am
by DoomRater
Just ran it from a batch file since my launcher seems to be causing problems with running ZDoom. Why does the shotgun feel more powerful than it did before? It's gotta be the manual reload.

Re: [Contest] Doom Mutator Contest 2!

Posted: Sat May 22, 2010 5:58 pm
by Jimmy
New version of Omega is up - please (re)download.

THIS IS AN OLD VERSION, GO TO PAGE 8 FOR THE LATEST
j-omega.wad
(103.64 KiB) Downloaded 118 times
Changes:
  • You now use the mousewheel (and the number keys) to select the color of Omega you want to activate. Altfire is now the activate button.
  • All skills have been assigned proper weapon slots. Press 1, 2 or 3 while Omega is active to change the current skill.
  • Ammo balance has been tweaked. Players start off with a greater complement of Yellow Omega, and all non-zombie monsters occasionally drop small omega charges. Plus, Omega Boosters are now rarer.
  • Stimpacks and medikits are back in the form of "soul globes" which heal 5 and 15 health respectively. Player's protection to damage is now weakened.
  • Weapon placement has been tweaked.
  • Minor aesthetic in-game enhancements, and on the HUD.
  • New difficulty levels which alter the gameplay.
  • Heat Seeker has been given a makeover (looked too similar to Pyro Sphere).
  • Pyro Sphere is not as fancy as it was before, but its effects on monsters are pretty much the same.
  • Fire Ball, Acid Rain, Razor Claw, Spark Grenade and Static Storm are now a little easier to use in cramped conditions.
  • All skills (except Lucid Spirits) now have continuous fire while the fire button is held.
  • Fixed some bugs which occurred on death while omega was active. Still not perfect (especially when "resurrect" is used), but it's better than it was.
Please give me feedback on the new gameplay balance - I think I've nailed it this time, but if there are any major problems with it, please let me know. The last thing I want is for this to actually play really crappy, especially after I've spent so long tweaking the balance. :P

Enjoy.

EDIT: Clarification on the new weapon slots.

Re: [Contest] Doom Mutator Contest 2!

Posted: Sat May 22, 2010 9:28 pm
by chronoteeth
Is the mousewheel the only way to select the color?

Re: [Contest] Doom Mutator Contest 2!

Posted: Sat May 22, 2010 9:35 pm
by Captain Ventris
Skulltag must have ScreenSeeker, so I can coop with Omega and Style mod!