[v1.0.0] Psychic -- HEY LOOK ITS RELEASED NOW

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Steve1664
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Re: [WIP] Psychic -- Beta #5, now with Raven & Strife!

Post by Steve1664 »

I honestly think the Shotgun's default spread should be a bit tighter. There's nothing more infuriating than shooting something point blank and barely being able to hit it due to the wide dispersal patterns. Is upgrading it supposed to make the spread more focused, or increase it horizontally?

Otherwise, everything's very well done.
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Captain Ventris
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Re: [WIP] Psychic -- Beta #5, now with Raven & Strife!

Post by Captain Ventris »

Yeah, I actually think the shotgun should be tuned a bit, too. It's a bit TOO wide, and considering you have some hilarious AOE Psychic powers, the Shotgun could do with being a bit more efficient in the shooting things department.
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Ethril
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Re: [WIP] Psychic -- Beta #5, now with Raven & Strife!

Post by Ethril »

Jimmy wrote:"GOTMSPHERE!"
"GottamSphere": Temporarily morphs you into a Texan.
Gez
 
 
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Re: [WIP] Psychic -- Beta #5, now with Raven & Strife!

Post by Gez »

"GothamSphere": temporarily morphs you into Batman.
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NeuralStunner
 
 
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Re: [WIP] Psychic -- Beta #5, now with Raven & Strife!

Post by NeuralStunner »

Gez wrote:"GothamSphere": temporarily morphs you into Batman.
But consumes 20 Banana Mana.
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insightguy
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Re: [WIP] Psychic -- Beta #5, now with Raven & Strife!

Post by insightguy »

i'm using gzdoom r1401.......
Script error, "xa-psych_b5.pk3:actors/powers/base.txt" line 12:
"weapon.bobstyle" is an unknown actor property
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Kate
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Re: [WIP] Psychic -- Beta #5, now with Raven & Strife!

Post by Kate »

This needs at least ZDoom r3615. You know what, just get the latest one.
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Ethril
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Re: [WIP] Psychic -- Beta #5, now with Raven & Strife!

Post by Ethril »

been playing through strife and hexen with this (honestly their default weapons are just so boring until like halfway through the game) and for the most part it's working fine

found a few bugs and such with strife though (what a shock)
  • Blue Acolytes (the ones that spawn if you break the power coupling) have not been replaced and therefore do not drop anything. Not much of a big deal since AFAIK there are only like 10 of them in the entire game and if you do it right they never warp in anyway.
  • Leather and Metal Armor don't appear. Like, they don't have green or blue armor in their place, and they aren't even there as normal. I checked the DECORATE and it looks like they have a Stop where there should be a Loop.
  • Enemies (except Acolytes) don't drop any money at all when frozen.
  • Picking up the Sigil from the Programmer doesn't seem to set off the flags that relocate the Front base. Leaving the new base and returning will just put you back in the normal Castle map, and the old Front base is still as-is, instead of abandoned. I *think* (not sure) this is usually done via the [wiki=Classes:Sigil1]Sigil piece[/wiki] that he drops, but something was lost in translation here. I had to use changemap to get around until I did a ~give sigil which fixed everything.
  • There seems to be a sprite conflict. One of the decorative items in the Programmer's Keep appears as a Steel blade embedded halfway in the ground. Not sure what it was originally.
  • Not really a bug so much as an oversight, but... Dark doesn't disintegrate things. They just die normally (or, more often than not, explode into gibs).
  • (Also not a bug) Psy Upgrades should replace SOMETHING. Maybe the useless Accuracy Upgrades?
    edit:
  • CRITICAL BUG: The Bishop's Spectre doesn't seem to be taking any damage. I hit it with the Sigil and its HP didn't drop (checked via linetarget), and obviously nothing else works either. In fact all my non-sigil bullets and projectiles just pass right through it harmlessly (Has +SPECTRAL always worked like that?). Including "MDK". LUCKILY I have a wad on autoload with some custom actors for testing, one of which is a projectile with +SPECTRAL and +FOILINVUL and whatnot, for when MDK is insufficient. That worked, which leads me to believe that either the modified level 1 Sigil does not fire Spectral shots, or the modified Bishop's Spectre (Spectre 2, for reference) has something wrong with it. Engine bug; nevermind.
and a few things with hexen
  • Brown Chaos Serpents' gas balls still count as fire damage.
  • (not a bug) The Death Wyvern is even more of a pushover now. Maybe a health increase is in order?
  • (not a bug) It would be cool if the Lightning power caused monsters to react as they would to the Arc of Death. Mostly because it's really satisfying to make those goddamn time-wasting centaurs squeal. :grr:
Last edited by Ethril on Thu Jun 07, 2012 2:56 pm, edited 1 time in total.
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Kate
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Re: [WIP] Psychic -- Beta #5, now with Raven & Strife!

Post by Kate »

Ethril wrote:
  • CRITICAL BUG: The Bishop's Spectre doesn't seem to be taking any damage.
ZDoom bug. Can't fix yet.
Luktom100
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Re: [WIP] Psychic -- Beta #5, now with Raven & Strife!

Post by Luktom100 »

Captain Ventris wrote:Yeah, I actually think the shotgun should be tuned a bit, too. It's a bit TOO wide, and considering you have some hilarious AOE Psychic powers, the Shotgun could do with being a bit more efficient in the shooting things department.
What the hell are you talking about people, this weapons is very lethel as it is, due to the fastreload and infinite ammo. You seriosly would like to tweak it up, to be more deadly??
Besides you're all forgeting that theres no "Shotgun" in this mod, only classic old school"Sewed Off". You really dont expect it to behave like the normal Shotgun dont you?? If you seriiusly dont have time to shoot enemies once more to kill it, than scale down the difficulty settings a little bit down.
I know why everyone is to tweak up the Sewed Off damage, its becouse everyone is become accustomed, with the traditional Doom double barrel and now everybody thinks, that weapon like this should bring down at leats 5 enemies at a time, with a sharpshooter accuracy. I dont have to tell you that the original Doom shotgun and double barrel were overpowered right?? Especially the double barrel, example: To bring down a pink demon in doom, you had to shoot it 3 times on "Hurt Me Plenty"
Soo with the double barrel, it should take 1.5 shoots right?? Wrong it takes only one shoot from double barrel, to bring it down, verdict: Weapon was overpowered.
And dont even get me started on normal shotgun from doom. You could snipe an enemy with large distance with this weapons, verdict: Overpowered with accuracy. Soo now you people see, why in my oppinion this weapon, just like like all the others, should stay as they are. The damage infuclted by them, is good and quite reaslistic, hoverer i think that the Sub weapon is a little bit overpowered. Also all these weapons dont need more damage increasing, becouse of the infinite ammo and fastreload.

What i would really like to see implemented or changed in this mod in my oppnion is:
1 Some of the weapon sprites like the Nightmare-o are poorly done. If you look close you can see a black boarder. It feels like it was a paper drawing, also the granade laucher. is not very stylish and lacks a realoading animation, there are some sound effects during the reload. but nothing more. Granade laucher sprite is also a little bit dull (it reminds me that one from quake 2 a little bit). Maybe it should be changed in some kind of other stylish classic weapons, similar to the "Sewed off" style. Maybe if it looked like the classic old M79, it would be more pleasing to blow up demons ass with it. Take a look everyone isnt it beautifull? Wouldnt you like to blow asses with that, insted that one in the mod?

http://postimage.org/image/3ter7iwpl/

Also, the one weapon that should be tweaked up in my oppinion in the mod is the granade launcher, not too much only a little bit to bring down demon with one shoot and blow the hell out of the zombie monsters types (just like the exploding barrel)

2.Adding some new variations of enemies would me nice, not like in the Aeons of dead though, to fit the whole Doom mood style. Maybe some new imp types like snake imp, fire imp ice imp etc. Ive saw a lot of nawe awesome doom monsters sprites in the web, look

http://www.youtube.com/watch?v=8ctlnvd_tR4

3.Maybe adding some more RPG elements like experience gained from killing monsters, which would give you points to spend on your Character development during the game, like increasing Health limit or Strenght, would work ;d

Ohh and maybe expanding the weapons upgrading system, like being able to upgrading it, much more in detail would spicier the gameplay more, than the simple original one.
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Xaser
 
 
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Re: [WIP] Psychic -- Beta #5, now with Raven & Strife!

Post by Xaser »

Hi, author of the mod here. Thanks for the feedback, but there's no need to berate someone else for their opinion on things. Especially not in a first post. :P

Anyhow, Psychic is pretty much at the "almost done" point, so adding extra RPG elements is out of the scope of the project for now. It's the sort of stuff I'll definitely consider for a Psychic II if that ever happens, but I'm not going to make any non-trivial additions at this point.
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amv2k9
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Re: [WIP] Psychic -- Beta #5, now with Raven & Strife!

Post by amv2k9 »

Ethril wrote:-Blue Acolytes (the ones that spawn if you break the power coupling) have not been replaced and therefore do not drop anything. Not much of a big deal since AFAIK there are only like 10 of them in the entire game and if you do it right they never warp in anyway.
This could probably be fixed. Though I can't remember how the "check if all the Blue Acolytes are dead" is handled. Maybe the strfhelp ACS lump?
-Leather and Metal Armor don't appear. Like, they don't have green or blue armor in their place, and they aren't even there as normal. I checked the DECORATE and it looks like they have a Stop where there should be a Loop.
That is probably my fault :p But it may also have been a balancing thing because you can just buy armor whenever.
-Picking up the Sigil from the Programmer doesn't seem to set off the flags that relocate the Front base. Leaving the new base and returning will just put you back in the normal Castle map, and the old Front base is still as-is, instead of abandoned. I *think* (not sure) this is usually done via the [wiki=Classes:Sigil1]Sigil piece[/wiki] that he drops, but something was lost in translation here. I had to use changemap to get around until I did a ~give sigil which fixed everything.
How the relocation was handled was something that mystified me for a long time... until by chance I was reading the MAPINFO-Map Definition page on the wiki. Turns out its handled by the "redirect" property; you specify what map you'll be going to instead, and the item checked for. And I was banging my head against the wall trying to figure out what in the strfhelp lump was handling it.
-There seems to be a sprite conflict. One of the decorative items in the Programmer's Keep appears as a Steel blade embedded halfway in the ground. Not sure what it was originally.
An Aztec-y crumbled pillar, if I remember correctly. A lil' fix in TEXTURES, say, renaming the pillar sprite and giving the pillar actor the new sprite name, should fix that right up.
-Psy Upgrades should replace SOMETHING. Maybe the useless Accuracy Upgrades?
This is a snap to fix; the Psy Upgrade actor will need the ConversationID of the dummy item the appropriate NPC would normally give to affect the upgrade.
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commander
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Re: [WIP] Psychic -- Beta #5, now with Raven & Strife!

Post by commander »

Instead of infinitive ammo, you should make infinitive ammo capacity. This will make the mod more challenging. :)
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Project Shadowcat
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Re: [WIP] Psychic -- Beta #5, now with Raven & Strife!

Post by Project Shadowcat »

commander wrote:Instead of infinitive ammo, you should make infinitive ammo capacity. This will make the mod more challenging. :)
No. The weapons are weaker than their Doom counterparts, somewhat forcing you to use the elemental Psychic powers available to you. This mod is already harder to play as a result.
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insightguy
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Re: [WIP] Psychic -- Beta #5, now with Raven & Strife!

Post by insightguy »

I honestly dont get the purpose of the nailgun and the nightmare cannon thingy. And what happened to the blood Blades abilit6? I liked it.:(

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