Pan's Mod Thing

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Dan50
Posts: 241
Joined: Sat Aug 27, 2011 6:00 pm

Re: Pan's fairly generic gameplay mod

Post by Dan50 »

This is FUN! LOVE the gun that shoots out mini turrents. I shoot out a lot of them and run and let them do the dirty work hehe.
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amv2k9
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Re: Pan's fairly generic gameplay mod

Post by amv2k9 »

-Some of your actors, like projectiles, call action functions in the first frame of their Spawn state. These won't be run then, but will be if and when the actor returns to that frame a second time. If you need to run an action immediately upon spawn, use the NoDelay keyword:

Code: Select all

 Spawn:
  TNT1 A 0 NoDelay A_PlaySound("Plasma/Loop",CHAN_WEAPON,1.0,1)
-For weapons that don't feature a second ammo type, it would be best to have the HUD not show the gauge for it.
-The PlasmaRepeater's projectiles seem to come out to the right and behind the barrel. To alleviate this, you can do the following:

Code: Select all

 Spawn:
  TNT1 A 2
 SpawnLoop:
  PLAS AB 2 BRIGHT
  Loop
-The grenade fired by the Primo's altfire is rendered with additive transparency. Deliberate?
-When you stand at an acute angle to a wall and fire the turret gun, the turrets tend to not spawn.
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Pandut
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Re: Pan's fairly generic gameplay mod

Post by Pandut »

Herp. Sorry for the radio silence, was in the process of moving into a new home and was without internet for nearly a month. I'm back now and plan to get back into working on this asap. I'll have a new version up soon but not really sure when because I'm terrible with deadlines.
Oh, sorry for annoying, but i found some bug/feathure...

Deployed turrets invincible. Not player and not monsters can't kill them.
It's give some... Disbalance?
Nah, please tell me any bugs or off things you encounter. The turrets invincibility I am aware of but I have no idea whats causing it. They only seem to be killable via melee attacks. I know Barons can kill them pretty quickly if they get close enough.
What plans do you have for this later when you have time? I'm looking forward to the next version, you've got a really good base here and it just needs more polish.
Not sure, I think I'm nearing the end phase of this project. It is just a starter mod afterall, I do have a lot of ideas for projects I would like to do afterwards. We'll see.
amv2k9 wrote:-Some of your actors, like projectiles, call action functions in the first frame of their Spawn state. These won't be run then, but will be if and when the actor returns to that frame a second time. If you need to run an action immediately upon spawn, use the NoDelay keyword:

Code: Select all

 Spawn:
  TNT1 A 0 NoDelay A_PlaySound("Plasma/Loop",CHAN_WEAPON,1.0,1)
-For weapons that don't feature a second ammo type, it would be best to have the HUD not show the gauge for it.
-The PlasmaRepeater's projectiles seem to come out to the right and behind the barrel. To alleviate this, you can do the following:

Code: Select all

 Spawn:
  TNT1 A 2
 SpawnLoop:
  PLAS AB 2 BRIGHT
  Loop
-The grenade fired by the Primo's altfire is rendered with additive transparency. Deliberate?
-When you stand at an acute angle to a wall and fire the turret gun, the turrets tend to not spawn.
Ah, hm. Yeah I was wondering why a few projectiles weren't being spawned at times. The Primo's grenade transparancy might be a leftover from a segment of coding I copy-pasted. I'll definitely look into all of these, thank you :).
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-Ghost-
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Re: Pan's fairly generic gameplay mod

Post by -Ghost- »

Welcome back, looking forward to the new version!
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Pandut
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Re: Pan's fairly generic gameplay mod

Post by Pandut »

New version up.

Version 0.1 Download
Here's a changelog of most of the changes made, though having worked on this over the course of two months while doing a lot of heavy moving I may have forgotten some changes.
Changelog wrote: -Replaced the HUD with something more minimum. Set the screen size to "11" in order for it to work for some reason.
-Added and adjusted better recoil to all weapons.
-Remade the Sawn-Off shotgun's sprites.
-Adjusted the spreads of all the shotguns.
-Auto shotty buffed, recoil lessened greatly.
-DBS nerfed however reload time is now a bit quicker.
-SMG and Pistol buffed slightly. Pistol also shoots much quicker now.
-Combat Rifle buffed.
-Added sounds to monsters that did not have their own SFX before.
-Some enemies nerfed, particularly explosive and plasma firing enemies.
-Mechanical and Armored enemies have "unique" effects to show when bullets aren't working that well.
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wildweasel
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Re: Pan's fairly generic gameplay mod

Post by wildweasel »

Hey, awesome, an update. I'll need to give this mod some more earnest play time in the future.
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-Ghost-
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Re: Pan's fairly generic gameplay mod

Post by -Ghost- »

Good update, the balance feels much better.
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wildweasel
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Re: Pan's fairly generic gameplay mod

Post by wildweasel »

This new version is very much improved from the original release; I do still feel that the pistol is far too weak against most enemies that you'd be likely to meet at the beginning of a level, though, and perhaps you should consider making the zoomable weapons stop displaying their sprites (TNT1A0) when zoomed. Aside from those points, I think you're well on your way to making a solid mod.
jimbob
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Re: Pan's fairly generic gameplay mod

Post by jimbob »

The rocket launcher and the accelerator are still not widescreen friendly. :( Otherwise it's a solid thing, it feels "meaty". :)
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-Ghost-
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Re: Pan's fairly generic gameplay mod

Post by -Ghost- »

The SMG and having 3 shotguns still feel kind of redundant, though they handle better than before. Maybe the shotgun can just merge the pump/auto into one gun and use auto-fire as an alt-fire or something? It could just be that you tend to get the shotguns out of order, too, so you get the double barrel first, then the pump, then a combat rifle and you don't really need the auto shotgun or SMG by then.
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Pandut
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Re: Pan's fairly generic gameplay mod

Post by Pandut »

This new version is very much improved from the original release; I do still feel that the pistol is far too weak against most enemies that you'd be likely to meet at the beginning of a level, though, and perhaps you should consider making the zoomable weapons stop displaying their sprites (TNT1A0) when zoomed. Aside from those points, I think you're well on your way to making a solid mod.
Thanks! And yeah, I knew I was forgetting something about the weapon zooming. I'll get on that when I've got more time on my hands.
The rocket launcher and the accelerator are still not widescreen friendly. :( Otherwise it's a solid thing, it feels "meaty". :)
At the expense of possibly making myself look like an idiot, I've got no idea how to go about fixing this problem. I'm working on a 16:9 1366 X 768 resolution, widescreen, and I'm not having any of the unfriendly issues. Or maybe I might just not be noticing them, what exactly are the symptoms of a sprite being widescreen unfriendly?
The SMG and having 3 shotguns still feel kind of redundant, though they handle better than before. Maybe the shotgun can just merge the pump/auto into one gun and use auto-fire as an alt-fire or something? It could just be that you tend to get the shotguns out of order, too, so you get the double barrel first, then the pump, then a combat rifle and you don't really need the auto shotgun or SMG by then.
Yeah, when I have more time I think I'll just merge the sawn-off with the auto, or just remove the auto from pickup spawns. I'm still unsure what to do with the SMG though, it is supposed to be a bit of a mediator weapon before you get the chaingun or DPG but in many cases it outlives it's usefulness really quickly.
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-Ghost-
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Re: Pan's fairly generic gameplay mod

Post by -Ghost- »

I think just making the more powerful weapons drop less from enemies would help prolong the use of some of the weapon.s Right now it's really easy to get a ton of weapons on zombie heavy maps, so there's not as much progression as there is with having to rely on map placed weapons first.
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Raziel236
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Re: Pan's fairly generic gameplay mod

Post by Raziel236 »

The mod works perfectly fine on ZDoom as far as I can tell, (up to 1-4 now..) unless you've got some fancy effects planned later on.. And it's really good fun!
The only thing I would say is, some of the enemies fire at you AS SOON as they are alerted to you.. and it might be a little hard, even on Hurt Me Plenty, don't you think?..
Also, there is a stray blue pixel on the slot 3 assault rifle.
Perhaps those areas are not meant to be that dark, perhaps that is a GZDoom exclusive feature..
jimbob
Posts: 81
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Re: Pan's fairly generic gameplay mod

Post by jimbob »

Pandut wrote:
The rocket launcher and the accelerator are still not widescreen friendly. :( Otherwise it's a solid thing, it feels "meaty". :)
At the expense of possibly making myself look like an idiot, I've got no idea how to go about fixing this problem. I'm working on a 16:9 1366 X 768 resolution, widescreen, and I'm not having any of the unfriendly issues. Or maybe I might just not be noticing them, what exactly are the symptoms of a sprite being widescreen unfriendly?
The weapon sprites are cut off. They should be placed more to the right to hide that gap/ cut off. I added a screenshot for the rocket launcher. It's not a serious problem, but it's nagging me. :)
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jimbob
Posts: 81
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Re: Pan's fairly generic gameplay mod

Post by jimbob »

There is another thing i noticed while playing. The shots/projectiles from all weapons are not centered at the crosshair. They land some way off at the lower right side of the crosshair.
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