Doomvengers: Earth's Weirdest Heroes (v1.4 10/23/2021)

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DoomRater
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Re: Doomvengers: Earth's Weirdest Heroes (Beta 1.5 is out 8/

Post by DoomRater »

It'll make this easier to play with people who aren't super active ZDoom members as well. I got two people I want to play DoomVengers with at the moment- I've just been waiting to get everything settled down and get my computer hooked up again before telling people I'm available.
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (Beta 1.5 is out 8/

Post by Captain Ventris »

Yeah I figured it would make it that much simpler, which is another reason for me to provide all those options and such via an in-game format, so nice explanations are easily available. This next version should prove to have a lot better inter-class balance and character for co-op play.
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Re: Doomvengers: Earth's Weirdest Heroes (Near Beta 1.6!)

Post by Captain Ventris »

Alright, feeling pretty good about beta 1.6. It has a load of improved and new features as well as a massive list of balance changes. Seriously, the changelog is so long at this point that I'm going to have to divvy it up into sections when I upload everything. I still need to do some manual updates and such for some new credits and adjustments made (particularly to Zharkov), and one or two other things, but it's close.

Short version of the full log:
-Unified (no separate modules) .Pk3 with Parkour Mod integration (Down to 3 files total: Necrodoom, Possess Me, Doomvengers)
-Legions mode is a toggleable CVAR.
-Brand new stunning and slowing status effects for a few weapons. Will invariably need more balancing, but hey.
-New Style Satchel item for Styleguy (boosts his max Style; idea from Heretic Stylemod) to give him some more power progression.
-A good number of buffs and adjustments to Freerunner's arsenal.
-A good number of adjustments to Possesso, including his no-host form having a weak ranged attack so he can hit switches. Thanks, Crumpets Map01.
-Zharkov's arsenal has received a huge overhaul to fit his intended playstyle. MUCH less arbitrarily frustrating now. He plays pretty well, I'm happy! This includes a rewrite of the Rockslinger so its actually a functioning and useful firearm!
-At least 3 new Compatibility patches.
-Huge amount of bug fixes, aesthetic touch ups, and various other changes for the better.

Also, I recently discovered Steam's Broadcasting feature, so if we're friends on Steam and you see me playing Doomvengers, feel free to watch the impromptu Dev stream (which may just be me playing for the heck of it, though that's usually how I assess balance issues). You may even see some in-development stuff! Oooooooo

Finally, i had an idea where you can switch the normal monsters to the most interesting behaviors they exhibit in the various console ports (i.e. Pain Elementals act like they did in D64, Rev rockets always home ala PSX Doom, etc.) just for interest's sake. Also considering making a Valiant mode which swaps the normal monsters for Valiant's ridiculously tasty monster set in the same vein. Even further tempted to make matching hosts for Possesso based off of that (I'd considered at least visually customized hosts for Compat patches, which I might still do even if the weapons themselves stay the same). Any feedback on any of this?

Eventually, if I can wrangle a mapper into doing it, I'd like the Doomvengers headquarters just for setting these options up in an easy/more interesting way than typing CVARs into the console. I'm really going for an easily customizable experience here and have interesting ideas for unlockable stuff in such a Headquarters setting just to reward your constant Dooming.
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Re: Doomvengers: Earth's Weirdest Heroes (Near Beta 1.6!)

Post by DoomKrakken »

That headquarters idea sounds amazing. :D

Once all the mods are integrated, I really need to try this thing again. :D
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (Near Beta 1.6!)

Post by Captain Ventris »

DoomKrakken wrote:That headquarters idea sounds amazing. :D

Once all the mods are integrated, I really need to try this thing again. :D
Well maybe one day Xaser will finish Necrodoom and eventually allow integration, but Aluqah has straight up vanished,
so that may have to stay separate :( Still! It's a lot better than it was!
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Re: Doomvengers: Earth's Weirdest Heroes (Near Beta 1.6!)

Post by DoomRater »

Captain Ventris wrote: Also, I recently discovered Steam's Broadcasting feature, so if we're friends on Steam and you see me playing Doomvengers, feel free to watch the impromptu Dev stream (which may just be me playing for the heck of it, though that's usually how I assess balance issues). You may even see some in-development stuff! Oooooooo
I totally should have done this, omg
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Re: Doomvengers: Earth's Weirdest Heroes (Near Beta 1.6!)

Post by jeans477 »

Script error, "Doomvengers.wad:NECROATE" line 128:
Unexpected 'NecroRunner' in definition of 'NewNecroRunner'
I keep getting this error, anyone know a fix for this?
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Re: Doomvengers: Earth's Weirdest Heroes (Near Beta 1.6!)

Post by wildweasel »

jeans477 wrote:
Script error, "Doomvengers.wad:NECROATE" line 128:
Unexpected 'NecroRunner' in definition of 'NewNecroRunner'
I keep getting this error, anyone know a fix for this?
You've loaded NecroDoom along with it, right?
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jeans477
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Re: Doomvengers: Earth's Weirdest Heroes (Near Beta 1.6!)

Post by jeans477 »

I was using the NecroDoom wad provided, downloaded another from the NecroDoom page, and got this new error.
Script error, "Doomvengers.wad:POSSATE" line 242:
Unexpected 'Picked up a head' in definition of 'NewHeadammo'
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Re: Doomvengers: Earth's Weirdest Heroes (Near Beta 1.6!)

Post by wildweasel »

Hm. I wonder if the problem lies in the version of GZDoom you're using, then, since there is currently a pretty big divergence between the latest stable and the latest development build. If you're running a development build, try a stable version instead (2.1.0 if you have a recent video card that supports OpenGL 3.x or newer; 1.9.0 if you have an older video card that does not).
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (Near Beta 1.6!)

Post by Captain Ventris »

And if that isn't it, make sure you're executing them in the correct order as well, since Doomvengers replaces and redefines things in Necrodoom and Possess Me.

EDIT: I had a viewer while playing earlier, so hope you enjoyed the preview of some of the new visuals, but also that couple seconds of something that's not coming for a while yet :P
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jeans477
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Re: Doomvengers: Earth's Weirdest Heroes (Near Beta 1.6!)

Post by jeans477 »

Ah that was it thanks, these are some really cool mods.
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (Near Beta 1.6!)

Post by Captain Ventris »

jeans477 wrote:Ah that was it thanks, these are some really cool mods.
Well I certainly thought so. ;)
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Re: Doomvengers: Earth's Weirdest Heroes (5...)

Post by Captain Ventris »

Alright, the countdown to the landmark niceness of Beta 1.6 has begun! I have only 5 tasks I need to do before I can release the update:
-Finish a couple Compat Patch items and finalizing code for them.
-The last intended balance adjustments.
-Adding some more compatibility sprites to prevent and fix some graphical weirdness (this especially relates to future Compatibility patches)
-Test of map triggers and the much nicer Legions spawner rewrite that has happened to be sure it's all still working as intended.
-Update the Manual and credits and add pictures to the first post.

Thus the countdown in the thread title. Doomvengers is still miles away from feature complete, but as far as core functionality, this update is the biggest yet, and definitely the most fun to play. Seriously guys, the Zharkov rehaul is awesome, as are all the new Compat patches. As-is the slew of visual improvements. As-is...well, you get the point.
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Re: Doomvengers: Earth's Weirdest Heroes (5...)

Post by DoomRater »

I wanna play not just watch you debug! Though that's fun too.

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