Xim's Star Wars Doom - Updated (MAY/4/2024)

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openroadracer
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Re: Xim's Star Wars Doom - Update (2/14/20)

Post by openroadracer »

Xim wrote:Yeah I've been working on that.
Oh. Good to hear, then.

Also, since I'm here, maybe it's just me, but the A280 feels like a direct downgrade against the E-11. This is just talking about the base E-11, not the upgraded E-11D, for the record. The A280's reduced fire rate makes it feel like it has poor DPS, though I wonder how its secondary burst fire stacks up to the EE-3 carbine. Considering the EE-3 uses two points of ammo with each shot where the A280 only uses one, it would feel fair for the A280 to do less damage in that case.

It's just that, with the way DooM and most maps for it are, longer-reaching and/or more accurate weapons are generally passed over in favor of weapons that deal more damage. Can't really change the way maps are made, but it is something to consider.
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Xim
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Re: Xim's Star Wars Doom - Update (2/14/20)

Post by Xim »

openroadracer wrote:maybe it's just me, but the A280 feels like a direct downgrade against the E-11. This is just talking about the base E-11, not the upgraded E-11D, for the record. The A280's reduced fire rate makes it feel like it has poor DPS, though I wonder how its secondary burst fire stacks up to the EE-3 carbine. Considering the EE-3 uses two points of ammo with each shot where the A280 only uses one, it would feel fair for the A280 to do less damage in that case.

It's just that, with the way DooM and most maps for it are, longer-reaching and/or more accurate weapons are generally passed over in favor of weapons that deal more damage. Can't really change the way maps are made, but it is something to consider.
Yeah the a280 might be a bit too slow, I'll speed it up a bit but it'll stay a little bit slower than the e-11. Keep it in mind it does a little bit better damage (damage for both is random, the a280 has a higher lower number). The A280's burst isn't quite as good as the EE-3. But if you want to save ammo you can use the A280.

A lot of people underestimate the EE-3. The projectiles move faster and do roughly double damage. The weapon is also semi-automatic like the burst rifle from Doom 4. You can take out almost any trooper in one hit too. It's Boba Fett's favorite gun.
austen1000 wrote:I discovered this mod a week or two ago, and have been enjoying it ever since. Thank you Xim. I have a couple of bugs to report;

1. I noticed with the Darkest Hour with the patch, on the first level, the hazard suit does not protect against the damage floor outside the imperial base (the one meant to represent the vacuum of space). Jumping seem to stop the damage, until I land again.

2. I noticed one texture from vanilla Doom that was not replaced when using the texture pack. Its a texture with a dead Baron pinned to the wall, most noticeable on E2M8: Tower of Babel, and I also saw it on E2M9: Fortress of Mystery.

I'll post more as I find stuff.
Sorry forgot to respond to this comment earlier

1. I think that might be intentional on the map. One of the suits has a rupture in it or something. I remember it happening with one and not the other.

2. Thanks! I've got a new texture that will be in the next update.
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Re: Xim's Star Wars Doom - Update (4/2/20)

Post by Xim »

New update. Fixed most of the things addressed and added some new stuff. Weapons and Enemies only versions have been updated as well.
Spoiler:
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Re: Xim's Star Wars Doom - Update (4/2/20)

Post by openroadracer »

Xim wrote:New update.
Thanks a bunch, just downloaded. You think it would be good to give the new files a shot on Skillsaw's Lunatic if I just wanted to quickly test things out?
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Re: Xim's Star Wars Doom - Update (4/2/20)

Post by Xim »

Yeah if you want to experiment with loads go ahead, I can't promise anything but let me know how it goes.
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Re: Xim's Star Wars Doom - Update (4/2/20)

Post by openroadracer »

Xim wrote:Yeah if you want to experiment with loads go ahead, I can't promise anything but let me know how it goes.
Just ran through Lunatic Map 01 "One Small Step..." with Weapons Only and Random Deaths & Decorations and the only issue I'm having is that RD&D overwrites the firing sounds of the E-11 and DLT-19, but that's most likely a load order issue. Working great so far.

Will make further posts after I run through the Enemies Only variation and the full version, though I won't start on those until after I get done with this Weapons Only test run.

EDIT: Finished the Weapons Only run with no issues aside from that bit about Random Deaths & Decorations replacing the firing sounds of the E-11 and DLT-19. Decided to test the Enemies Only version with Final Doomer's Back to Saturn X set and went very well, though I only went through the first two maps.

Overall, very well done.
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openroadracer
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Re: Xim's Star Wars Doom - Update (4/2/20)

Post by openroadracer »

Okay, making a new post because I ran into something interesting. Remember when I said I'd only run the first two maps of Lunatic with the Enemies Only version? Well, everything went fine that time. However, when I loaded the full version of your mod, the "Rocket Commando" enemies were replaced by the Hanging Gungans. This did NOT happen with the Enemies Only file.

Just thought that was noteworthy enough to make an entire separate post for.
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Xim
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Re: Xim's Star Wars Doom - Update (4/2/20)

Post by Xim »

Hanging Gungans should only be in the props, unless I put them in the enemies, but I don't think I did.
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Re: Xim's Star Wars Doom - Update (4/2/20)

Post by Fureyon »

I downloaded and tried to play ver 2.8.2 but when trying to run it I got this error:

Code: Select all

Script error, "Xim-StarWars-v2.8.2.pk3:decorate/enemies/at-st.txt" line 47:
Expected ')', got ','.
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openroadracer
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Re: Xim's Star Wars Doom - Update (4/2/20)

Post by openroadracer »

Xim wrote:Hanging Gungans should only be in the props, unless I put them in the enemies, but I don't think I did.
Ah, that might be it then. I load the Textures and Props packs when I use the Enemies pack, so that likely explains it.
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openroadracer
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Re: Xim's Star Wars Doom - Update (4/2/20)

Post by openroadracer »

Okay, something else that's happening is that when I pick up the upgraded Ion Blaster, I lose the ability to select the Ion Blaster entirely. Any idea what could cause that?
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Xim
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Re: Xim's Star Wars Doom - Update (4/2/20)

Post by Xim »

Fureyon wrote:I downloaded and tried to play ver 2.8.2 but when trying to run it I got this error:

Code: Select all

Script error, "Xim-StarWars-v2.8.2.pk3:decorate/enemies/at-st.txt" line 47:
Expected ')', got ','.
Have you updated GZDoom?
openroadracer wrote:Okay, something else that's happening is that when I pick up the upgraded Ion Blaster, I lose the ability to select the Ion Blaster entirely. Any idea what could cause that?
All upgraded weapons replace the regular ones. Press reload to switch back to the regular weapon if you want to use it.
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Re: Xim's Star Wars Doom - Update (4/2/20)

Post by openroadracer »

Xim wrote:
openroadracer wrote:Okay, something else that's happening is that when I pick up the upgraded Ion Blaster, I lose the ability to select the Ion Blaster entirely. Any idea what could cause that?
All upgraded weapons replace the regular ones. Press reload to switch back to the regular weapon if you want to use it.
No, I mean like, cycling through all my weapons, neither Ion Blaster comes up. I can't even cycle to the upgraded one to swap back to the stock model.

Also, unrelated note: I downloaded the Legion of Bones enemy mod recently, and I found out the hard way that it's incompatible with your Star Wars weapons pack. It doesn't matter whether I load the weapons first or the monsters first: If it's monsters first, there's an error about a "Missing Actor: BlasterShot"; while if it's weapons first, it's an issue about "Missing Actor: Tracer". I would have posted about this there since I feel like I've been spamming up your thread, but LOB's thread hasn't been active since March 26th.
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Re: Xim's Star Wars Doom - Update (4/2/20)

Post by Xim »

Yeah I'll check that out.

I forgot to add DEMP2 to the selection order for the Trooper and Jedi class, I'll fix that soon.
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Re: Xim's Star Wars Doom - Update (4/2/20)

Post by skdursh »

openroadracer wrote:LOB's thread hasn't been active since March 26th.
...that's like only a week ago. I really wouldn't call the thread dead after only a week of inactivity.

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