Real Guns Hardcore 1.12 Beta 2 - some guy bumped this.

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Ethril
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Re: Real Guns Hardcore 1.9 - Perks in Deathmatch, new class

Post by Ethril »

wildweasel wrote:One bit of feedback: did you ever consider that the Hellions do way too much damage for the monster type that it's replacing? It's often extremely difficult to get away from their circle of fireballs attack, not to mention that getting hit by even ONE of these fireballs will instantly kill the player.
Yeah, the imps in general are sliiiightly too deadly when you consider how common imps are, but it's okay because at least most of them don't INSTADEATH YOU FROM 200/200.

edit: I checked the DECORATE and the Hellions apparently fire 61 fireballs at a time, each with a damage property of 5.
So if you're at close range, you're taking anywhere from 305 to 2440 (!) damage in total... And that's WITHOUT the increased damage factor from the difficulty settings! On *medium*, with its 125% damage increase, you're taking up to 50 damage from each fireball. If they had the health to stand a few rocket barrages (which, thankfully, they don't), these things could potentially kill a vanilla Cyberdemon (4000 hp) in 2 shots.

I realize this is supposed to be "Hardcore", and I realize they still die in one hit from just about any weapon, but I still think it's a bit excessive to be giving imp replacements BFG-level damage
Last edited by Ethril on Thu Apr 07, 2011 12:45 pm, edited 1 time in total.
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Big C
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Re: Real Guns Hardcore 1.9 - Perks in Deathmatch, new class

Post by Big C »

Well, they ARE supposed to be minibosses, I think. On the other hand, given how common imps are, they tend to appear way too often to be just minibosses.

At least they tend to melt other monsters nearby, as well. :mrgreen:
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Mikk-
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Re: Real Guns Hardcore 1.9 - Perks in Deathmatch, new class

Post by Mikk- »

If you're awesome enough, you can crouch to evade the Hellion's Arc of Rape attack.
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wildweasel
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Re: Real Guns Hardcore 1.9 - Perks in Deathmatch, new class

Post by wildweasel »

Mikk- wrote:If you're awesome enough, you can crouch to evade the Hellion's Arc of Rape attack.
That's assuming he isn't already aiming down at you, and the attack animation for releasing that is so quick as to be instantaneous.
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CommanderZ
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Re: Real Guns Hardcore 1.10

Post by CommanderZ »

1.10!

This one cost me a lot of time, sweat and curse-words. It continues in the direction of removing bugs and limitations, which plagued RGA/H for very long time. The first feature is spawn protection - the player is invisible (and unattackable) while in menu - both in multiplayer and singleplayer. The second is support for non-4:3 aspect ratios.

Of course there are many more little features, balance changes and bug fixes. The download link is as usual in the first post.
=== NEW FEATURES ===
- Players are now invisible while in in-game menu
- Non-4:3 resolutions are now supported
- Heretic monsters now grant XP when killed
- Deathmatch version of Cold Blooded now works the same as CB Pro in single player (stronger invisibility effect which drops when hurt or firing)
- Revamped primary and secondary weapon lists in in-game menu
- Added menu, intermission, victory and defeat screens music (provided by Boreas249)
- Impboy was replaced with Deep Imp (same monster, better graphics)

=== BUG FIXES ===
- Fixed "Press X to change class" message getting stuck on the screen in multiplayer (reported by bleant)
- Fixed inventory cursor being misplaced in Heretic
- Fixed Hectebus getting stuck firing (reported by amv2k9)
- Fixed Commando PRO message popping up after choosing Danger Close PRO as level up award (reported by Valherran)
- Fixed broken voice choices in deathmatch (reported by Xanirus)
- Fixed invisible grenade boxes and rocket ammo in Heretic (reported by Valherran)
- Fixed "Unknown P-Code" warning shown in ZDoom while throwing grenades (reported by Xanirus)
- Tome of Power is now replaced with a random Heretic artifact
- Fixed Cacolantern not finishing its death animation (reported by Big C)
- Fixed last stand player not showing up in thermal vision

=== BALANCE CHANGES ===
- Most Heretic monsters are now faster and/or tougher
- Players get comparable amounts of ammo for all weapons when spawned
- Reduced grenade bounciness
- Increased ammo spawn chance
- Increased relative chance for AR and SMG ammo to spawn, decreased handgun ammo relative spawn chance
- Player will now revive after surviving Last Stand in deathmatch
- Increased .44 Magnum reloading speed by 33% (by 50% with Sleight of Hand)
- Moved FAMAS before M203 in selection order
- Decreased FAMAS vertical recoil
- Increased Model 1887 damage, slightly decreased its range
- Decreased Hellion damage by 40%
- Removed 360 degree perception from Bruiser Demon
Sadly, this release breaks one feature which was present in 1.9 - menu navigation with numeric keys. Sorry. I will try to fix it for next release.

If you find any bugs, feel free to report them directly into the bug tracker.
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Big C
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Re: Real Guns Hardcore 1.10 - Spawn protection, all resoluti

Post by Big C »

Ooooh, excellent! Thanks, Commander!
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SamVision
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Re: Real Guns Hardcore 1.10 - Spawn protection, all resoluti

Post by SamVision »

Can you please make a version with a crosshair?
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wildweasel
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Re: Real Guns Hardcore 1.10 - Spawn protection, all resoluti

Post by wildweasel »

SamVision wrote:Can you please make a version with a crosshair?
Can't you turn it on in ZDoom's display options? I actually had to go in and turn the crosshair OFF because it was getting in the way of the ironsights (which you should really be using to aim anyway).
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Big C
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Re: Real Guns Hardcore 1.10 - Spawn protection, all resoluti

Post by Big C »

And now, for the first bug reports for this version!

-MP5K is no longer a selectable primary (is this deliberate?)
-Can't select "back" option in primary weapons menu
-Imp ghosts now seem to be able to spawn from basic imps' corpses (furthermore, what's the trick to defeating the ghosts, anyway? Hit them while they're attacking? Because it seems like my bullets/knife have a 50/50 chance of actually hurting them)
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CommanderZ
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Re: Real Guns Hardcore 1.10 - Spawn protection, all resoluti

Post by CommanderZ »

-MP5K is no longer a selectable primary (is this deliberate?)
-Can't select "back" option in primary weapons menu
-Imp ghosts now seem to be able to spawn from basic imps' corpses (furthermore, what's the trick to defeating the ghosts, anyway? Hit them while they're attacking? Because it seems like my bullets/knife have a 50/50 chance of actually hurting them)
1) Yes, I wanted to add some other weapons to the list to make it more representative (for example the LMG) and at the same time make it so the back is bound to the 0 key (the tenth item), so either MP5k or UMP .45 had to go.

2) I know. Spam205 already reported it on Skulltag forums week ago, but I forgot to add it to the tracker, so it didn't get fixed.

3) The Imp Ghosts weren't changed in last three versions at all. They always spawned from imps' corpses. And yes, they have about 60% chance to "evade" the incoming damage (they're ghosts).
Can't you turn it on in ZDoom's display options? I actually had to go in and turn the crosshair OFF because it was getting in the way of the ironsights (which you should really be using to aim anyway).
Skulltag version even enforces crosshair being turned off.
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Big C
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Re: Real Guns Hardcore 1.10 - Spawn protection, all resoluti

Post by Big C »

That's...Curious. In my experience Imp ghosts seemed to spawn exclusively from the corpses of Dark Imps, when they did actually spawn.
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CommanderZ
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Re: Real Guns Hardcore 1.10 - Spawn protection, all resoluti

Post by CommanderZ »

Source code says: They spawn from corpses of Imps, Dark Imps and Deep Imps (former Impboys) with 5.8% probability. However, the time after which the Spirit Imp rises varies (after the game decides it will spawn, it has 25% chance every four seconds to actually appear).
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Big C
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Re: Real Guns Hardcore 1.10 - Spawn protection, all resoluti

Post by Big C »

...Huh. I learned something today. And knowing is half the battle!
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Akira_98
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Re: Real Guns Hardcore 1.10 - Spawn protection, all resoluti

Post by Akira_98 »

Any chance of a major tweak/complete removal of the Overlord? That bastard turned a decent game into a speedrun by turning invisible permanently (glitch?) and spamming insta-kill attacks everywhere. I'd assume it's possible to fire into the open where you think he is, but that method would take a very long time. :|
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CommanderZ
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Re: Real Guns Hardcore 1.10 - Spawn protection, all resoluti

Post by CommanderZ »

I will test the Overlord some more, but I didn't do any changes to the code from R667 (except numbers balancing, of course).
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