DOOMablo: a looter-shooter DOOM (v0.1.6a - I have no idea how to call this release)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
MsrSgtShooterPerson
Posts: 68
Joined: Thu Jan 02, 2020 1:59 am
Location: Lost in the procedural infinite hells and I'm fine with that.

Re: DOOMablo: a looter-shooter DOOM (v.0.2a)

Post by MsrSgtShooterPerson »

sidav wrote: Sun Oct 13, 2024 7:21 am Oh noes. That's a strange bug. Can you provide a screenshot please?
Here's a screenshot: https://imgur.com/5dIVO8K
I need to rephrase my report better - basically, reload is fine but just that magazine count displays over the inventory item count on the fullscreen HUD - since the font is monospace, it creates a really misleading count at times. :D In that screenshot, there's actually only 6 bullets in the chaingun, but there's 10 of the inventory item (teleporter item from Hellscape Navigator) behind it

Additionally, on that same session I received console spam that reads "basic armor exists! tick: ####", and noticed that my armor readout on the HUD is also broken (something else is displaying behind it now)
User avatar
sidav
Posts: 79
Joined: Sat Jul 23, 2016 9:13 am
Operating System Version (Optional): Kubuntu 24.04

Re: DOOMablo: a looter-shooter DOOM (v.0.2a)

Post by sidav »

MsrSgtShooterPerson wrote: Sun Oct 13, 2024 7:43 am Additionally, on that same session I received console spam that reads "basic armor exists! tick: ####", and noticed that my armor readout on the HUD is also broken (something else is displaying behind it now)
Thanks for this. I left this output in order to know if something will re-create the BasicArmor instance in player's inventory (which should not happen ever, because we have custom armor here). This spam means not all the BasicArmor creation occurrences are treated properly. Could you please remember what you did when it showed? Maybe you have picked up some item which gives you armor.
User avatar
MsrSgtShooterPerson
Posts: 68
Joined: Thu Jan 02, 2020 1:59 am
Location: Lost in the procedural infinite hells and I'm fine with that.

Re: DOOMablo: a looter-shooter DOOM (v.0.2a)

Post by MsrSgtShooterPerson »

sidav wrote: Sun Oct 13, 2024 7:58 am
MsrSgtShooterPerson wrote: Sun Oct 13, 2024 7:43 am Additionally, on that same session I received console spam that reads "basic armor exists! tick: ####", and noticed that my armor readout on the HUD is also broken (something else is displaying behind it now)
Thanks for this. I left this output in order to know if something will re-create the BasicArmor instance in player's inventory (which should not happen ever, because we have custom armor here). This spam means not all the BasicArmor creation occurrences are treated properly. Could you please remember what you did when it showed? Maybe you have picked up some item which gives you armor.
I backtracked a bit I can confirm it was because I picked up a Megasphere. :D
User avatar
sidav
Posts: 79
Joined: Sat Jul 23, 2016 9:13 am
Operating System Version (Optional): Kubuntu 24.04

Re: DOOMablo: a looter-shooter DOOM (v.0.3a - new item type)

Post by sidav »

New version is there!
Spoiler: Changelog
I think I should focus on balance and fixes for the next release. You feedback would be great!
User avatar
stainedofmind
Posts: 175
Joined: Sun Sep 01, 2019 10:59 am

Re: DOOMablo: a looter-shooter DOOM (v.0.3a - new item type)

Post by stainedofmind »

Haven't done a full out play test yet, but I ran this through a couple of maps, and I'm already enjoying the backpacks being rolled into the system! I am also glad for the reduced pickup amounts. I felt like I was drowning in weapons and ammo between this and the original version.

Question: I feel like once I find an even half decent Blue Armor, it makes 99% of Green Armor drops seem worthless. Is there currently any difference in how they are generated, other then the obvious base stat differences, that would set the Green Armor apart from Blue?

Also, regarding the shotgun/ssg damage output: I played around with the numbers a bit, resetting them back to the original values you had, just to see if I was just getting unlucky, but I was once again really feeling underwhelmed by the shotguns. I felt like I even with the base damage output, I should be able to reliably one-shot zombiemen and shotgunners most of the time, and it was just not able to do it. HOWEVER! I also felt like my shotguns after the boost were way overpowered, so I tinkered with the damage and found that with the original spread values you had, coupled with a min/max damage output of 4/10, it felt like the sweet spot, enough damage to take out a zombie/shotgunner, but you still had to work at it. Just something to think about, since you were mentioning balace.
Jareth247
Posts: 32
Joined: Mon Mar 20, 2023 3:16 pm
Preferred Pronouns: He/Him
Location: Avon, NC

Re: DOOMablo: a looter-shooter DOOM (v.0.3a - new item type)

Post by Jareth247 »

I tried running the latest version with a couple of megawads (GAYhem 2024 and Evilternity) and both seem to crash before the level starts.

I tried to post the whole screenshot, but it was too big and I honestly don't feel like posting it anywhere else. I hope this part of the screenshot is all you need to help me figure out what happened.

FYI, the same thing happens when using Delta Touch on my Retroid Pocket 3+.
Screenshot_Doom_20241014_134219-.png
You do not have the required permissions to view the files attached to this post.
Jareth247
Posts: 32
Joined: Mon Mar 20, 2023 3:16 pm
Preferred Pronouns: He/Him
Location: Avon, NC

Re: DOOMablo: a looter-shooter DOOM (v.0.3a - new item type)

Post by Jareth247 »

I forgot to mention that this issue didn't happen with the previous version of DOOMablo.
User avatar
sidav
Posts: 79
Joined: Sat Jul 23, 2016 9:13 am
Operating System Version (Optional): Kubuntu 24.04

Re: DOOMablo: a looter-shooter DOOM (v.0.3a - new item type)

Post by sidav »

Jareth247 wrote: Mon Oct 14, 2024 11:44 am I hope this part of the screenshot is all you need to help me figure out what happened.
Thanks for the report, this screenshot should be enough indeed. Will check what causes the problem. Which version of GZDoom do you use?
stainedofmind wrote: Mon Oct 14, 2024 8:11 am Question: I feel like once I find an even half decent Blue Armor, it makes 99% of Green Armor drops seem worthless. Is there currently any difference in how they are generated, other then the obvious base stat differences, that would set the Green Armor apart from Blue?
Currently they're the same thing with different base stats, as in vanilla. I'm still thinking of a way to make them different. Maybe blue armor should have very low max durability? This way you either have long-lasting green, or very protective but short-lasting blue.
Another idea is to make blue armor more like an energy shield (low durability compared to the green, but quick self-repair after a delay).
The third idea is the following: the damage absorption percentage for blue armor is always equal to its current durability percent (so the less durability you have, the worse the armor itself is). Don't know if this should be an affix...
User avatar
stainedofmind
Posts: 175
Joined: Sun Sep 01, 2019 10:59 am

Re: DOOMablo: a looter-shooter DOOM (v.0.3a - new item type)

Post by stainedofmind »

sidav wrote: Mon Oct 14, 2024 5:52 pm Currently they're the same thing with different base stats, as in vanilla. I'm still thinking of a way to make them different. Maybe blue armor should have very low max durability? This way you either have long-lasting green, or very protective but short-lasting blue.
Another idea is to make blue armor more like an energy shield (low durability compared to the green, but quick self-repair after a delay).
The third idea is the following: the damage absorption percentage for blue armor is always equal to its current durability percent (so the less durability you have, the worse the armor itself is). Don't know if this should be an affix...
Not a huge deal at the moment I'd say. After thinking about it for a bit, I'd personally lean towards one the first two options a bit more, though I also like the idea of the third one. Like you said, maybe it should be an affix instead.

That aside, been doing a more thorough playthrough of Doom 2. Got to Tricks and Traps and cleared the Baron/Cyber room and was absolutely swarmed with weapons and armor. Because of the close proximity, it was a bit difficult to get to them all and see what they were, and for that matter, it was a bit difficult remembering which ones I'd already looked at. I feel either implementing some kind of pushing mechanic to shove them out of the way, or, better yet I feel, maybe a way to completely remove a weapon/armor/item from the map, scrapping it if you will. This could even lead to some kind of parts/scavenging mechanic in the future.

Have you thought of adding the ability to "upgrade" weapons/armor/items? It might be neat to be able to at least boost an item's level, if not anything else.

Again, having a lot of fun with this! I haven't tried the progressive mode yet, but I'm looking forward to trying it.
Jareth247
Posts: 32
Joined: Mon Mar 20, 2023 3:16 pm
Preferred Pronouns: He/Him
Location: Avon, NC

Re: DOOMablo: a looter-shooter DOOM (v.0.3a - new item type)

Post by Jareth247 »

sidav wrote: Mon Oct 14, 2024 5:52 pm
Jareth247 wrote: Mon Oct 14, 2024 11:44 am I hope this part of the screenshot is all you need to help me figure out what happened.
Thanks for the report, this screenshot should be enough indeed. Will check what causes the problem. Which version of GZDoom do you use?
On PC, I used g4.14pre-2, the dev build from the 13th.I noticed there's a new dev build and I may or may not try that one.

On Android, I use Delta Touch and I usually stick with the most recent version of GZDoom it has, which at the moment is 4.12.2.
User avatar
sidav
Posts: 79
Joined: Sat Jul 23, 2016 9:13 am
Operating System Version (Optional): Kubuntu 24.04

Re: DOOMablo: a looter-shooter DOOM (v.0.4a - Eviternity fix)

Post by sidav »

A new release is there. It "somewhat fixes" the Eviternity, replacing the startup crash with a non-breaking bug (you start with your hands empty - just select a pistol manually and play). I'm still figuring out how exactly does the scripting from the megawad mess with mine. Thanks for suggesting me Eviternity btw.
Also added 2 new affixes for weapons because why not.
A question for you all: should I describe the new affixes there or is it more interesting for you to find them out? What do you think?
User avatar
Carrotear
Posts: 159
Joined: Thu Sep 03, 2015 10:45 pm
Preferred Pronouns: No Preference
Graphics Processor: Intel (Modern GZDoom)

Re: DOOMablo: a looter-shooter DOOM (v.0.4a - Eviternity fix)

Post by Carrotear »

Personally, I'd like to discover them first. But if anyone else wants to know what they are, that's ok too.
Jareth247
Posts: 32
Joined: Mon Mar 20, 2023 3:16 pm
Preferred Pronouns: He/Him
Location: Avon, NC

Re: DOOMablo: a looter-shooter DOOM (v.0.4a - Eviternity fix)

Post by Jareth247 »

The new version doesn't crash when loading map packs. GAYhem 2024, Evilternity and DBP68: Outposts of the Wasteland all worked like a charm.
User avatar
sidav
Posts: 79
Joined: Sat Jul 23, 2016 9:13 am
Operating System Version (Optional): Kubuntu 24.04

Re: DOOMablo: a looter-shooter DOOM (v.0.4a - Eviternity fix)

Post by sidav »

Jareth247 wrote: Tue Oct 15, 2024 2:37 pm The new version doesn't crash when loading map packs. GAYhem 2024, Evilternity and DBP68: Outposts of the Wasteland all worked like a charm.
Is the "empty hands bug" present in all those megawads?
Jareth247
Posts: 32
Joined: Mon Mar 20, 2023 3:16 pm
Preferred Pronouns: He/Him
Location: Avon, NC

Re: DOOMablo: a looter-shooter DOOM (v.0.4a - Eviternity fix)

Post by Jareth247 »

I believe so, but to be honest it's only an issue if I start a level with a bunch of enemies facing me. But that's mostly due to be using the Gearbox weapon wheel mod making it harder to swap weapons on the fly.

Return to “Gameplay Mods”