Taggart Difficulty Mod v1.9.5, Released!

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Untitled
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Re: Taggart Difficulty Mod, V1.7 RELEASED

Post by Untitled »

Flynn Taggart wrote: DIFFICULTY LEVELS
Cheats Disabled On All Difficulties

I'm too young to die
-Normal damage received from monsters, not half
-Normal amount of ammo picked up, not double
-No Auto Use Health for inventory health pickups
-Normal Icon of Sin spawn rate

Hey, Not too rough
-Normal Icon of Sin spawn rate
So, what's the purpose of I'm Too Young To Die now?
literally the only difference it had was the aforementioned Double Ammo/Half Damage thing.

Also, Disabling Cheats on all difficulties? Really?

Aside from that though, why would you remove monster infighting? This is a big no-no, since many maps require you using it, such as MAP08 of Doom 2, and many, many maps in Plutonia.

EDIT: Took this for a spin, found it quite fun aside from three issues. One is the aforementioned lack of ITYTD difficulty, as well as the lack of cheats. Another is the aforementioned lack of infighting. And for my personal pet peeve, the Imp Fireballs home in (way) too much. I can't dodge them unless I hide behind a wall. I've tried. They're literally more aggressive than the revenant fireballs. No seriously, check this:

Code: Select all

ACTOR TrackingDoomImpBall : DoomImpBall replaces DoomImpBall
{
  Speed 8
  +SEEKERMISSILE
  States
  {
  Spawn:
	BAL1 A 2 Bright A_SeekerMissile(90,90,SMF_PRECISE)
	TNT1 A 0 A_CustomMissile("SmokeTrail",random(-3,3),random(-3,3))
	BAL1 B 2 Bright A_SeekerMissile(90,90,SMF_PRECISE)
	TNT1 A 0 A_CustomMissile("SmokeTrail",random(-3,3),random(-3,3))
    Loop
  }
}
90 Degrees every A_SeekerMissile call? With SMF_PRECISE? You can't avoid these things. At all.

Although it doesn't annoy me as much, I've checked the code, and revenant fireballs while homing, well:

Code: Select all

Actor NewRevenantTracer : RevenantTracer replaces RevenantTracer
{
states
	{
	Spawn:
		TNT1 A 0 A_Jump(128,"SpawnNoHoming")
		TNT1 A 0 A_CustomMissile("SmokeTrail",random(-3,3),random(-3,3))
		FATB A 2 bright A_Tracer2
		TNT1 A 0 A_CustomMissile("SmokeTrail",random(-3,3),random(-3,3))
		FATB B 2 bright A_Tracer2
		goto spawn+2
	SpawnNoHoming:
		FATB AB 2 A_CustomMissile("SmokeTrail",random(-3,3),random(-3,3))
		loop
	}
}
There is a problem with this. One is that actors will always skip the very first line. You MUST put a blank TNT1 A 0 line first. It's dumb, but that's what it is, meaning that as of right now, the missiles have a 100% chance to home.

Let's see. You increased the Damage Property of the Pinky Demon to 6, but since it uses A_SargAttack and not A_MeleeAttack, that property is pointless.
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Taggart
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Re: Taggart Difficulty Mod, V1.7 RELEASED

Post by Taggart »

Untitled, thanks for the tip on the DECORATE code. In hindsight it does deem pretty ridiculous to skip the first line every time. In any case, I removed the SMF_PRECISE property from the tracking imp ball and already it was less aggressive. The tracking ball's code isn't mine, as I had gotten somebody to do it for me. I was having problems getting it to work. But, after some research and application I can modify it. It's less aggressive now.

I got rid of the disabled cheats all on difficulties, except, of course, for Nightmare. The Pinky now uses A_MeleeAttack so I can actually control its damage output.

Infighting is back in. As a doomer I never actually caused the monsters to fight each other - it just wasn't a tactic of mine and I didn't realize that alot of players did it. Now I do, and they're being accommodated.

I'm glad you're enjoying it, bud. :D Version 1.8 now up with these changes.
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-Ghost-
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Re: Taggart Difficulty Mod, V1.8 RELEASED

Post by -Ghost- »

Infighting has always been one of my favorite aspects of Doom, it's a great tactic to save ammo and health. I remember I played one submod that made everything in-fight with everything, including same species, it was great. :P I'll give your new version a try.
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Taggart
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Re: Taggart Difficulty Mod, V1.8 RELEASED

Post by Taggart »

lol I always just shot everything up. I liked to specialize in how to use the weapons, how to conserve ammo, etc.

Give me your thoughts on the new version later
Untitled
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Re: Taggart Difficulty Mod, V1.8 RELEASED

Post by Untitled »

I quickly downloaded this to check the code and

You forgot the revenant missile's extra TNT1 A 0 line to make it work properly

A_SeekerMissile(90,90) is still way too much. Since imps are so common, I'd put it at around (2,10).
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Taggart
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Re: Taggart Difficulty Mod, V1.8 RELEASED

Post by Taggart »

Okay. Fixed it. After messing around with it I opted for (10,10). Hotfixed version is in the link on the main page now.

EDIT: Quick bump. I edited the Double Chaingunner sprites to be red and more resemble the vanilla chaingunner. I didn't much like the original green ones as I didn't think it matched the rest of the zombies. Wanted to get that done before I shot v1.8 to the /idgames archive. Here's the last version until I've made all my minor sprite fixes and other monster edits. Enjoy!
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TheRailgunner
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Re: Taggart Difficulty Mod, V1.8 RELEASED

Post by TheRailgunner »

Untitled wrote:I quickly downloaded this to check the code and

You forgot the revenant missile's extra TNT1 A 0 line to make it work properly

A_SeekerMissile(90,90) is still way too much. Since imps are so common, I'd put it at around (2,10).
He could've also added "NoDelay" before A_Jump, which has the same effect.
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Taggart
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Re: Taggart Difficulty Mod, V1.8 ON IDGAMES

Post by Taggart »

V1.8 is on idgames now. As far as development goes I'm still playing around with ideas as well as fixing some sprite quirks in zombie variant sprites. What do you guys think about a double arachnotron? Or a double cannon cyberdemon?
Untitled
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Re: Taggart Difficulty Mod, V1.8 ON IDGAMES

Post by Untitled »

Arachnotrons are already kind of murder right now. I hardly think we need a double cannon arachnotron.

Double Cyberdemon is already done by Hard Doom, but alright
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Taggart
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Re: Taggart Difficulty Mod, V1.9 RELEASED

Post by Taggart »

Alright guys! The latest version. Been a while, but here it is. The mod is nearing its completion, so 2.0 is gonna be the final. I've got all the sprites an features done, now it's time for polishing the mod and cleaning it up more than I already have. List of latest changes:

-Double Chaingunner drops 2 chainguns now
-ZDoom Stealth monsters now spectre style ones of mod's monsters
-HQ Sound Effects by perkristian
-All projectile monsters now fire out of the right spot instead of the middle of the body
-Hell Knight and Baron of Hell have randomized attack of 1,2 or 3 plasma balls

NOW IN A .PK3 ARCHIVE. NO LONGER A WAD. CLEANER, EASIER TO MANAGE, AND MORE ORGANIZED.

Enjoy! :D
Kostov
 
 
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Re: Taggart Difficulty Mod, V1.9 RELEASED

Post by Kostov »

I wonder where you got the helmeted zombie sprites?
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Taggart
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Re: Taggart Difficulty Mod, V1.9 RELEASED

Post by Taggart »

Took the standard zombie sprites, grabbed some sprites with helmets from Realm667, and combined them. Boom. Helmeted zombies
jmickle
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Re: Taggart Difficulty Mod, V1.9 RELEASED

Post by jmickle »

Double Chaingunner is invisible to me in GZDoom 1.8.2, checked the sprites and DECORATE v quickly and couldn't see why, though.
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Taggart
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Re: Taggart Difficulty Mod, V1.9 RELEASED

Post by Taggart »

I don't have an answer for that. Hmm. If the sprites and DECORATE are good I don't know why he'd be invisible. Did a test run on ZDoom and GZDoom and both times he appeared. Seems it's localized to your case. Are you using any mods or anything alongside TDM?
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BlueInferno
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Re: Taggart Difficulty Mod, V1.9 RELEASED

Post by BlueInferno »

That happend to me too when I played back to saturn x. I used no mods in gameplay perhaps you can replicate it playing that wad. I first thought it was part of the mod from first glance.

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