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Em3rg3ncy wrote:Hey i've got a problem here, the problem is that when i try to drag and drop the satanic redux pk3 file into GZDoom it gives me an error message which says: "Script error, "satanicredux-v105.pk3:weapons/satanic_staffofsuffering.txt" line 99:
Expected ')', got ','.".
I was hoping you could help me using the little information i gave you, thanks in advance.
I've got the same problem as this fellow.
EDIT: It looks like instances of "AAPTR_PLAYER1" in the weapon/monster scripts is causing problems.
Em3rg3ncy wrote:Hey i've got a problem here, the problem is that when i try to drag and drop the satanic redux pk3 file into GZDoom it gives me an error message which says: "Script error, "satanicredux-v105.pk3:weapons/satanic_staffofsuffering.txt" line 99:
Expected ')', got ','.".
I was hoping you could help me using the little information i gave you, thanks in advance.
I've got the same problem as this fellow.
EDIT: It looks like instances of "AAPTR_PLAYER1" in the weapon/monster scripts is causing problems.
You've got an old version of GZDoom. Version 10.5 and onwards requires a more recent SVN of GZDoom, since the mod takes advantage of the actor pointer field added to A_JumpIfInventory. It allows me, wholly in Decorate, to have any actor check the player's inventory. It's been instrumental in making several things work much better in this mod.
As for the sprites that will replaces the current Vengeful, right now I'm leaning towards the Quad Shotgun used in Legacy of Suffering; I've contacted the person who made those to request permission to use them. If anyone has any other suggestions on replacement sprites, feel free to post 'em.
This is pretty nifty, but it does feel like it kills a lot of the pace on the game. Either that or I'm just too cautious. It could work especially well if designed around a map or two.
EDIT: It seems after a while the game becomes more fast paced as you obtain more powerful weapons and spells, but of course you still must be more cautious than usual. The final fight with the Icon on Doom II was a little awkward given the weapon selection, so I "cheated" by propelling myself up to it's exposed brain via the alt fire of the flame cannon then pummeled it with my pistol's alt fire as a nice finisher.
Cyanosis wrote:...The final fight with the Icon on Doom II was a little awkward given the weapon selection, so I "cheated" by propelling myself up to it's exposed brain via the alt fire of the flame cannon then pummeled it with my pistol's alt fire as a nice finisher.
Hmm... You didn't have the Vengeful? I redesigned the spawner so that it will definitely spawn 1 weapon if you have the other two, instead of it being a simple RandomSpawner. 'Course it also depends on how many Megaspheres you come across, as the spawner that will drop a Vengeful/Book of Shadows/Leech replaces that powerup.
What does everyone think of the Necroshroud ability? Too useful/not useful enough?
I had the Vengeful, but it wasn't working too well. Also I'm not really sure how Necroshroud works, because I couldn't attack when invisible as it'd disable. I guess i would be useful defensively.
Licinio has given me the thumbs-up on using the quad-barrel shotty sprites, so I now have my replacement gfx for the Vengeful.
Cyanosis wrote:I had the Vengeful, but it wasn't working too well.
What about it would you say is lacking? Since I'm working on the Vengeful at the moment, I can try to fix up any concerns about it.
Also I'm not really sure how Necroshroud works, because I couldn't attack when invisible as it'd disable. I guess i would be useful defensively.
The idea behind Necroshroud was that its kind of like the Siren's Phasewalk power from Borderlands, or Hide from Soma Bringer. I think Diablo 1/2 has something similar, but most of my experience there is with the Necromancer class. Anyway, it can be used defensively to avoid gunfire, but also offensively to charge in and deal damage to a group of weak or medium level enemies. I've never really liked Doom's standard invisibility powerup, since its main effect was to make projectiles harder to dodge since you had to keep on second-guessing whether the enemy would fire to the left or right. The fact that Necroshroud changes your weapon was in part born out of a concern that it might be too cheap to let you use any weapon while a power that effectively prevents most enemies from firing on you is active.
Version 10.666 of Satanic Redux is now out! Check the first post for the download.
V10.666 Changelog:
Gameplay Changes/Fixes:
-Two new difficulties exist: Necrorunner: Easy, and NecroRunner: Hard. These are skills designed to pick up the pace of Satanic's gameplay, while still maintaining Satanic's core mechanics for the other skill levels.
The following changes will occur when playing on either NecroRunner skill:
-Hearts, normal and large, may sometimes appear in place of Mana. These replenish ten and 25 points of life, respectively, and are your only means of health increase on either of the NecroRunner skills, save the Leech. Also, Demons and their variants also have a small chance of dropping hearts, while Barons of Hell and Afrits have a small chance of dropping large hearts.
-The Kindred Genesis, Book of Shadows, Posession Gauntlet, Blood Magic, and Hellfire Device are unavailable.
-The Leech spawns where a Chainsaw would in vanilla Doom, and works slightly differently; any attack will drain mana (primary fire) or health (secondary fire).
-The Vengeful spawns where a Rocket Launcher would in vanilla Doom.
-Weapon order rearranged. The Leech takes slot 1, Maledictory Eagle slot 2, Defiler slot 3, Vengeful slot 4, Staff of Suffering slot 5, and Dark Chaos Magic slot 6.
-Weapons (save for the Deadman Head) now have +AUTOSWITCH set.
-The Defiler now gives primary ammo instead of secondary ammo, so you don't have to reload it after picking it up before it can be fired, and when the clip is empty and there is at least 1 unit of ammo remaining, pressing the fire button will reload one shell.
-Firing and melee is now more responsive while shells are stocked (the altfire charge attack) in the Defiler.
-The Demolisher boss monster (randomly spawns in place of a Mastermind) is back in.
-The tertiary melee attack of the defiler can now not be immediately done again after doing it once. There's now about a four second delay before you can do it again.
-The Clock of Doom now has +ADDITIVETIME, so accidentally activating it while its already active will freeze time longer, rather than have no effect at all.
-The Vengeful has some gameplay changes to accompany its change in sprites; the Vengeful has a higher ammo capacity and its shells are a little more plentiful, but it holds four shells at a time. Primary fire launches two shells. Secondary fire fires four shells and expends a little Mana to create the highly explosive projectile previously seen in this weapon.
-Due to an oversight in the Staff of Suffering's code, you could not resurrect a corpse when your Mana was full. This has been fixed.
Cosmetic Changes/Fixes:
-Vengeful weapon sprites replaced.
-Better-looking sky for Episode 4.
-Various texture edits.
-Lost Souls and Afrits now have dynamic lights handled in their decorate definition; you'll have less warning when one is around as their lights don't show until they're alerted.
-Dark Chaos HUD graphics changed from the red glow that other weapons use with this hand, to black.
-SBARINFO now checks to see if you're currently posessing a monster, and if so, will not show HUD elements that are redundant during posession, such as powerup, ammo and weapon tag indicators. Health and armor of the player will still appear in the bottom left while posessed.
-Icons for abilities/artifacts in the top right of the HUD will be translucent when the respective power is inactive.
-Active powerup message log is now handled in SBARINFO, replacing the messy ACS method.
Performance Changes/Fixes:
-Smoke and other effect-spawning actors now utilize A_CheckSight; they won't spawn the effect when you aren't in a position to see it.
Last edited by amv2k9 on Thu Apr 05, 2012 3:10 pm, edited 1 time in total.
Damn how neat mod. I just only played few hours of Genesis of Descent, and it changed quite lot in gameplay.
I usually don't like the black and white themed visions. It is all about preference, still. Maybe some dull-looking wads can be fixed via this...
One thing I need to complain about, and it is possessing.
It is all awesome and such, but when I used standard imp for possess, I would like to retain melee possibility. I tried to make "infight" with other imp, but as I can't melee them, it makes playing tactical bit harder.
Also, I know "use" key or switching weapon is used to release from possession, but is it meant that tertiary button releases the possession too? I find it bit annoying.
And final question is about the future of mod.
What is going to be added/tweaked, aside from bugfixes? New content, textures, or something new?
.:edit:.
I don't know know where the problem lies, but GZDoom crashes when I use Eagle's zoom and I get killed by normal cacodemon.
CorSair wrote:Damn how neat mod. I just only played few hours of Genesis of Descent, and it changed quite lot in gameplay.
Thanks for trying the mod and giving me feedback!
One thing I need to complain about, and it is possessing.
It is all awesome and such, but when I used standard imp for possess, I would like to retain melee possibility. I tried to make "infight" with other imp, but as I can't melee them, it makes playing tactical bit harder.
Also, I know "use" key or switching weapon is used to release from possession, but is it meant that tertiary button releases the possession too? I find it bit annoying.
Adding melee altfires to posessed monsters is something I have wanted to do for a while, but posession is wrapped up in a lot of ACS that I really have no clue how to add to. I''ve tried adding them in and ended up only mucking everything up.
I hadn't noticed that hitting the tertiary fire ends posession. Thankfully I've already figured out how to fix that. Thanks for pointing it out!
I don't know know where the problem lies, but GZDoom crashes when I use Eagle's zoom and I get killed by normal cacodemon.
This is a bug I have known about for quite some time
I can't reliably reproduce it, and it happens with more species than just the Caco (I've gotten it from getting killed by Dark Imps). My guess is it has something to do with custom pain states affecting weapon switch, but that is just a guess.
And final question is about the future of mod.
What is going to be added/tweaked, aside from bugfixes? New content, textures, or something new?
Besides fixes for any bugs that may pop up... I dunno. I'm waiting for feedback on the new Necrorunner skills. I made these after a lot of thought on an issue several users have brought up; SR somewhat slower pace. Necrorunner skills have a smaller, more vanilla weapon set intended to pick up the pace of gameplay.
Soo, turns out I was being a bit of a derp about that "killed while zoomed crashes GZDoom" bug; it doesn't just happen when you're killed by specific enemies whilst zoomed, it happens when you're killed period! This was due to the fact that the scope for the Maledictory Eagle is actually a whole 'nother weapon, and the fact that its Deselect state consisted of a 0-tic loop. Bad, bad idea. So the Eagle's code has been retooled; not very fun, because the way it was coded for Satanic, its reloading code was handled by ACS scripts and offset jumps all within the Ready state. Ugh. Now, zooming is handled in-weapon, eliminating the death bug. The transition to and from zoom looks a little better now as well; added a SetFade. What I've got is still not ideal; you'll notice that if you enter the scope while running, there's a moment where the scope graphics bob. Dunno if there's anything I can do about that.
There's something I've been considering doing for a while; a low health warning. When your health is below fifty you'd have a heartbeat sound, and as your health gets closer and closer to zero, it'd play at a faster rate. Does anyone think that'd be a good idea, or would it be too annoying?
amv2k9 wrote:There's something I've been considering doing for a while; a low health warning. When your health is below fifty you'd have a heartbeat sound, and as your health gets closer and closer to zero, it'd play at a faster rate. Does anyone think that'd be a good idea, or would it be too annoying?
I'd lower the threshold, personally, to around 30 or 25 health.
wildweasel wrote:I'd lower the threshold, personally, to around 30 or 25 health.
Alright, thanks. It's still just an idea; before that, I need to figure out how to code SBARINFO so that as your health decreases, the heart next to your health readout beats faster and faster. I think I kind of get how to do it; use ininventory and check for health, make a sub block with an ANIMDEFS entry, and for each successive ininventory, have it point to a faster animation. But it not turning out right.
Does anybody know of any mods that do this?