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Thanks for the bugreports -- just got all the weird broken stuff fixed up so it all works in the latest GZDoom (borked buymenu, rippers not working, warnings n' stuff) and posted up a "Public Beta #6" release. Still all works in ZDoom 2.8.1, in case there's anyone around still using that.
Still not marking this v1.0 just yet since there's technically a couple of to-do items I'm being stubborn about, but maybe I ought to see about finally marking this damn project "done" at some point.
The Gravity power's waves seem to no longer affect enemy projectiles. I recall from eras past that it worked on all of them except the revenant's guided rockets, which would aggressively course correct.
my bad, it only shoves projectiles at level 3. I guess I never noticed this before because Gravity was always the first thing I maxed out
Last edited by Funky Gnoll on Thu Dec 16, 2021 1:51 am, edited 1 time in total.
When i played this mod for the first time, it was surprising enough to make me gawk at like, smooth animations, clean sound effects and functional shop interface. And boy am i glad to see this live again!
Spoiler: EDIT: I gave it a lengthy try with Doom 2 and beat 12 maps. And guess i have some things to point out.
- First of all, Lost Souls still float when frozen, while other aerial enemies like Caco and Pain are not.
- You know, despite i upgraded all my weapons to the max, i still feel they're not as strong as after getting a berserk powerup. I can feel that they're powerful now? But still can't entirely feel it. Tho the infinite ammo is a merit and i can see that.
- I just found out that enemies drop different money depend on the elemental damage, Frost and Magma. But not sure if they actually worth more, gain psyche or maybe just for the looks.
- In Underhalls, one of the razor blades decided to stop disappearing. It just bounces on the short gaps non-stop. Might need an A_CountDown.
- In Dead Simple, i got the crash after getting hit by a Mancubus' Fireball. I was wielding a Grenade Launcher and picked up the Blursphere. And i played it with GZDoom version g4.7.1 64-bit, just to be sure.
Glad to see this get an update, has long been one of my favorite wads, since long, long before I decided I needed to be able to post to the forums. The only question I have, is are the weapons supposed to feel so dinky in Strife? I mean, should it take two direct hits with the Grenade Launcher, and sometimes more than one point-blank shotgun shot to drop the, low level, enemy that is the floating orb drone? The powers somewhat make up for the damage levels, but unlike guns, you can run low enough on Psychic Power that some of the larger engagements, like when you take the castle, are a drag to fight through. The damage booster and Psy Power booster you can get through the shop somewhat offset this, at the cost of delaying upgrades and/or acquiring new powers, but its still a weird balancing point of feeling like you're definitely stronger than Strifeguy, yet still feel underpowered, outside of small bursts of overkill.
...well, -ish. I'm gonna leave it up for a bit and let folks try it before submitting to /idgames, and maybe there's still room for bugfixes and future stuff, but I'd very much like to stop calling this thing a WIP now.
Not a ton has changed since the last beta, but the crash Captain J pointed out should be fixed, I finally polished up the player sprites, and very pointedly did not replace the titlepic after all because turns out it's perfect.