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DoomwithaView wrote: ↑Tue Jan 10, 2023 8:52 am
Thanks for recent feedback.
Toggleable ADS will be back in the next version.
Deadicated Heal Bind has been added.
Pistol and knife sprites added. Thanks.
Player sprites are on the agenda as I would like to use mirrors.
They're a pain to make for many reasons though.
Grenades should be rebindable. It's essentially the 'use inventory' bind as multiple grenade varieties are selectable. If you mean a dedicated bind for specific grenade types - potentially - I don't want to get carried away with a few hundred-thousand binds though.
It's unlikely I'll add slow motion myself anytime soon as there are lots of great mini mods to do things like that.
Finally, I'm not sure what is meant by 'separate ally mod'...
We already have ally mod, universal slow-motion and even universal slide/double jump mod out there. So don't mind those. Will stick to this thread for update to come.
Hello, sorry if this has been mentioned before, but there's an inconsistency with one of the keycards and its respective door on map 1.
The locked room in the dark corridor near where you start says it requires LEVEL 3 access, however it is actually unlocked with the blue keycard which the game refers to as LEVEL 2 access (contrary to what it says on its sprite). https://i.imgur.com/la8i2qj.png
Speaking of that specific door, I think it would be nice if the whole linedef facing the player was marked as blue. The other doors are done this way so it's easy to spot them on the automap when lost; https://i.imgur.com/tJM87L0.png
However for this door only the panel appears as blue which is very hard to see on the map unless you zoom in; https://i.imgur.com/CsrfNlt.png
As a final thing, the prisoner guy's dialogue is a bit out of place on map 2 if he didn't tell you who he was on map 1 (due to picking the wrong options)
Thanks for the great mod. Hard was especially enjoyable.
-performance and efficiency improvements on 90% of actors.
- armour and helmet have been reworked a little.
Helmet has stages of degradation and a HP value.
Graphene weave (armour bonus) is a carriable consumable to repair the armour and helmet.
- introducing the respirator for environmental hazards (requires helmet)
-introducting the Mimic, an enemy that can disguise as inanimate objects.
- hand and sleeve sprites have been updated. Some weapon sprites have had a lick of paint
- melee has had an overhaul
-improvements to fire, smoke and water effects.
-flares will attract /distract zombies.
-Siren is a complete wrecking ball. Use her to clear rooms you can't yourself. Other enemies will respond to her presence.
-Certain PDAs will have a value for the information they contain and can be 'uploaded' in exchange for credits. Other PDAs can be dropped if desired.
-The max credit amount has been increased to 1000000 due to inflation.
-Conversation menu is fixed across different resolutions. Mouse support has returned as well as some nice visual benefits.
-Rattledemon (flying, spitting thing), has had its ridiculous speed fixed, as well as a change in projectile.
-added a small dash when pressing jump and a direction other than forward. Improves agility.
-The best of Quake movement has been ported over. Friction is increased near ledges to avoid overshooting whilst platforming. Along with a bit more air control, agility has never felt so good.
- ladder script has been tweaked to make leaving a ladder more forgiving.
-rifle and combat shotgun can be upgraded to full auto. Rifle's ADS starts as semi-auto.
-pda animation tweaks and pc terminal content capacity increased
- Yellow boy - Fixed brightmaps and a few old frames present in 0.8.
-There's so much more to find in each map as well as at least one alternate path.
-Introducing DukeBox: A dynamic music solution that reacts to present danger and offers true cross-fading.
-New music for each map.
-look out for Automated Sector Help panels for in-game hints and tips.
Absolutely love the new build of the game! It's incredibly intense and the level design is amazing. So many secrets, easter eggs and optional quests to discover! I did another vid and article on it, just figured I'd drop in here for a little bug report:
Spoiler:
The old Snake Pliskin looking dude who turns up near the end of the first map just stood there and didn't do anything (no dialogue was triggered).
Was unable to pick up certain objects because were out of reach (seemed like the item pick-up radius is too small or something).
Found it very hard to avoid the soldier's gunfire, even from long distances. Might be a good idea to add bullet traces or projectiles to give players a slightly better chance of dodging them.
Couldn't manage to scan the QR code in the art museum area. Not sure why, It just wasn't reading it for some reason. The locker room one was okay.
It's one hell of a mod! I think it would take days to discover all the secrets hidden within it! Awesome work!
AlphaBetaGamer wrote: ↑Sun Oct 15, 2023 9:28 pm
Absolutely love the new build of the game! It's incredibly intense and the level design is amazing. So many secrets, easter eggs and optional quests to discover! I did another vid and article on it, just figured I'd drop in here for a little bug report:
Spoiler:
The old Snake Pliskin looking dude who turns up near the end of the first map just stood there and didn't do anything (no dialogue was triggered).
Was unable to pick up certain objects because were out of reach (seemed like the item pick-up radius is too small or something).
Found it very hard to avoid the soldier's gunfire, even from long distances. Might be a good idea to add bullet traces or projectiles to give players a slightly better chance of dodging them.
Couldn't manage to scan the QR code in the art museum area. Not sure why, It just wasn't reading it for some reason. The locker room one was okay.
It's one hell of a mod! I think it would take days to discover all the secrets hidden within it! Awesome work!
Hey, thanks for covering it again, it helps out so much with visibility as well as being able to see how people actually play it, so I can make improvements based off this.
Thanks for the bug reports, I'm getting a few others in too, I'll collect them for a few days then I can get a fix fix out pretty quickly.
Working my way through a second playthrough of Map 2 right now and really impressed with the way you've provided multiple paths through the level if players want to look for them in addition to all the optional secret-hunts. Unless I'm mistaken though, there seems to be a point of no return if you take an elevator to the Asylum, right? Seems like no matter how I end up down there, I can't go back to complete unfinished business. Map 1 allowed me to fully explore the whole thing at the end, and it's kind of a shame if Map 2 locks you out of most of the level without warning near the end.
EDIT: wait, I figured out the asylum key also opens the elevators back. However, if you've been down there and come back up, the third floor elevator no longer works to bring you back down. The one in the medbay still does though!
Also I hit a bug in Scylla's dialogue:
Spoiler:
If you talk to her after shutting the gas off yourself and finding the secret that lets you eavesdrop on her conversation with the mysterious stranger, she gets stuck when you ask her how old the facility is. No other dialogue options appear. I understand not needing to talk to her about the battery, but you also can't ask her about Black Root or RedArk or anything else. She just gets stuck on "No records predate initialization in 1979," probably because if the gas is on, the only response normally available is asking how to get into containment. If that's not an option, the player has no response, and Scylla gets stuck
And I'm not sure if this is a bug, but I seem to lose all of my gear when going to the next level. I keep my ammo and guns, but any medkits, bandages, graphene, grenades, mines, flares, and hacking tools are set to "1" regardless of how many I had before. There's enough healing items in the levels that it doesn't bother me too much, but losing the hacking tools really stings if I'm saving those up for secret stashes I can't otherwise access!
EDIT: Pretty nasty bug in Map 3! I opened the elevator in the gallery with the black key and let the door close without getting on. The button no longer works, and clicking the door directly says it requires an Asylum key now. So I can’t take the elevator down at all anymore and I’m just stuck in the gallery. Maybe the elevator should stay open until the player actually takes it down, or the script to reassign the door lock needs to fire later (I assume you’re relocking the elevator with a script for the same reason as Map 2, to make sure the player doesn’t just run from the fight and has to earn their escape).
Some minor bugs: there’s a mimic in a monster closet outside the security office that wakes up long before you can even reach it so it’s just making noise and being annoying for a long time, and one of the lockers in the vent area has a broken script that doesn’t open when you pick the lock. Also the skittles vending machine appears to be infinite. I got over 500 health just standing there eating Skittles!
The campaign has been updated to v0.81 This brings a load of important bug fixes and* hopefully* a plenty of polish.
There will also be new things to find in there...
-Fixed inventory crashes and not being able to cycle inventory when stood over an item
- User can turn off FOV effects on weapons
- Once you have armour, you don't lose it. You can repair it from zero hitpoints with Graphene Weave
- Explosives use shrapnel to bolster effectiveness
- Fixed accuracy of bullets when ADS
- Fixed slightly off crosshair
- Fixed bugs in upgraded pistol
- Fixed rifle scope being able to see over ledges, as well as bullet trajectory whilst aiming up or down
- Shotgun has use to pickup bracket again
- Fixed crash when respirator fully depletes
- Fixed all lines that should be blocking
- removed strange damaging sectors
annoying entities are tamed
- fixed certain paths breaking scripts
- fixed dead ends in conversations
- fixed certain interactions giving you infinite resources
- prompts at the beginning of Map1 now quote your actual keybinds
-Shotgunners and Blackops now have a clear telegraph. Their shots can also miss and they don't face target everysingle frame. Shotgunners have vertical spread too.
- Morality system has been rested, instead the PDA has been expanded to show objectives and information on weapons.
- The encounter at the end of Map 2 has been changed (again). I think this is better.
- Some new music.
- Items can be picked up and thrown at enemies.
- Food props are more fitting to the setting.
- Keep all inventory between maps.
-Dynamic music system has been rewritten to be more efficient (and flexible).
-Blood splats have been converted to models, this should stop them rendering over corpses.
-Dialogue has been tightened up: Some crap cut, some new optional quests.