[RELEASE] Prodoomer V3.1

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DoomKrakken
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Re: [RELEASED] Prodoomer V2 [GZDooM]

Post by DoomKrakken »

I wasn't in the middle of a game and then tried to load it with other mods... I was using Trailblazer, and then...............

WAIT..............

OH MY GOSH... I had started playing using Trailblazer, but then I saved and reloaded with Smooth Doom (so that monsters dropped stuff correctly)... that might have caused it... (I had actually obtained an edited version with more updated code so that KEYCONF wasn't being used to define stuff, so that I could play using other mods)
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wildweasel
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Re: [RELEASED] Prodoomer V2 [GZDooM]

Post by wildweasel »

Yeah. Again, NEVER, EVER try to load saved games using different mods. ZDoom simply has no idea what the hell to do when the actors it's trying to parse are different from the ones it's expecting.
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DoomKrakken
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Re: [RELEASED] Prodoomer V2 [GZDooM]

Post by DoomKrakken »

Interestingly enough... that never proved to be an issue all the other times I've loaded Trailblazer with Smooth Doom in the middle of a game... it could be the nature of ProDoomer itself. I dunno.

Then again, I was also told that it's not really known what actually causes the "Expected a name" corruption error... only that it happens with badly coded projects (such as Ultimate Brutal Arsenal).
mumblemumble
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Re: [RELEASED] Prodoomer V2 [GZDooM]

Post by mumblemumble »

Generally speaking the more complex a mod is, the more room there is to fuck something up.

Prodoomer is very complex, so its very easy to fuck up. And like weasel said, changing mods with saves never works.

... ... Don't suppose someone could take pity on me and show me where the blue key is on the caverns map could they? Really don't want to cheat my way through to the exit...
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DoomKrakken
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Re: [RELEASED] Prodoomer V2 [GZDooM]

Post by DoomKrakken »

Well... when the mod's coding is as messy as the aftermath of a Brutal Doom slaughterfest compilation, then of course something is gonna screw up. I looked into the code, and let me tell you... it's very messy.

Haven't gotten that far in ProDoomer...
mumblemumble
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Re: [RELEASED] Prodoomer V2 [GZDooM]

Post by mumblemumble »

I honestly can't tell if im a giant fucktard missing something, or if this map is pulling a evolution map 31.

Love this game, hate its platforming / key / switch hunts.

This game could honestly use a walk through, with its size.
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Valherran
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Re: [RELEASED] Prodoomer V2 [GZDooM]

Post by Valherran »

... ... Don't suppose someone could take pity on me and show me where the blue key is on the caverns map could they? Really don't want to cheat my way through to the exit...
When you reach the surface area, and find that blue pool of water outside where that funny looking pillar of rocks is. Dive in there and you will see the key tucked in at the bottom of the water. :wink:
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DoomKrakken
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Re: [RELEASED] Prodoomer V2 [GZDooM]

Post by DoomKrakken »

I'm back.

So, it was not a problem with loading Trailblazer with Smooth Doom monsters... the save corruption always happens to files after the completion of Level 3. Just like before.
mumblemumble
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Re: [RELEASED] Prodoomer V2 [GZDooM]

Post by mumblemumble »

You REALLY shouldn't try loading mods with this, ontop of it being a bastardization of the gameplay (guns in this get upgraded so much trailblazer is op at the Start but weak later) but shit breaks. Just play it as normal, this game really is huge enough it doesn't need another mod, and i think you miss out that way.


I really can't overstate enough how much trying to mod prodoomer is going to ruin your experience later.

Even if you are ok with no weapon abilities, no upgrades, I'm positive late game will mess up somewhere. You are only on level 3 after all.
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DoomKrakken
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Re: [RELEASED] Prodoomer V2 [GZDooM]

Post by DoomKrakken »

I don't load mods with this. It uses KEYCONF to define weaponslots and playerclasses, so it won't do anything for me.

Rather, I'm using a modified version where the definitions are more modern, being defined in MAPINFO and DECORATE.

This mod is a mess. Pity... and the maps looked so promising, too...
mumblemumble
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Re: [RELEASED] Prodoomer V2 [GZDooM]

Post by mumblemumble »

So one bug / exploit / legit tactic I've noticed is if you activate a buff and leave a level with it active, it stays active forever. I do this with concentration because honestly recoil is too much late game otherwise, plasma gun especially feels horrible from it

I honestly abuse the fuck out of this, and think concentration should be a passive buff
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SFJake
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Re: [RELEASED] Prodoomer V2 [GZDooM]

Post by SFJake »

I really wish someone else could pick this mod up and make it better. Its unfortunate. The work is inspiring, but ultimately it plays absolutely horribly, with modern tropes getting in the way, horrible recoil, god awful gameplay in general, and so many weird annoyances like the absolutely horrible HUD, the CoD level-up, and so many awkward and utterly unfun enemy that were not given an ounce of thought as far as gameplay goes.

The work is inspiring, because there's a lot of it... but damn. If only any little bit of it was actually designed to be fun. Uh.
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PsychoSilverTH
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Re: [RELEASED] Prodoomer V2 [GZDooM]

Post by PsychoSilverTH »

SFJake wrote:I really wish someone else could pick this mod up and make it better. Its unfortunate. The work is inspiring, but ultimately it plays absolutely horribly, with modern tropes getting in the way, horrible recoil, god awful gameplay in general, and so many weird annoyances like the absolutely horrible HUD, the CoD level-up, and so many awkward and utterly unfun enemy that were not given an ounce of thought as far as gameplay goes.

The work is inspiring, because there's a lot of it... but damn. If only any little bit of it was actually designed to be fun. Uh.
I agree with the recoil of weapons, but dislike the HUD is up to you, the leveling the COD style also is up to you, if you do not like the HUD then you choose the alternative HUD options> HUD options.

"god awful gameplay in general," let me tell you that the gameplay of my mod was made for leveling the player, improve its skills and upgrade its weapons, I always had in mind that the enemies must be difficult to beat them, to make them more challenging.
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leodoom85
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Re: [RELEASED] Prodoomer V2 [GZDooM]

Post by leodoom85 »

That is the purpose of the mod, even the name says it all. Any player who play this mod must know the mechanics, even i had a lot of problems with the gameplay. After learning all of that it will be easy, the recoil is understandable but for that there is the ability that negates recoil.
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Valherran
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Re: [RELEASED] Prodoomer V2 [GZDooM]

Post by Valherran »

Some recoil was a little excessive, like the plasma rifle. You literally cannot use that weapon effectively unless you have Concentration going. Other things like the pistols or the SMGs can be worked around with experience.

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