[Needs Testing] Doomguy in Hexen

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4thcharacter
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Re: [Needs Testing] Doomguy in Hexen

Post by 4thcharacter »

There's the Hunter's falling and gibbed scream from Wrath of Cronos.
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cambertian
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Re: [Needs Testing] Doomguy in Hexen

Post by cambertian »

Well, that was quick, but I've updated the download again with Captain J's suggestions.
  • Sounds have been added/changed, including new falling sounds and fixes to existing sounds.
  • Some small nerfs to his arsenal here-and-there.
  • Decals now show up. Yay!
  • Doomguy's class-select box is no longer marble-based, with a nice new coat of UAC Base in its place.
  • There's now a CREDITS.txt file inside the PK3 so I don't feel like I'm stealing.
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Captain J
 
 
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Re: [Needs Testing] Doomguy in Hexen

Post by Captain J »

Ahh, yout update was ALSO quick. Brilliant work!
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comet1337
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Re: [Needs Testing] Doomguy in Hexen

Post by comet1337 »

nerfs?
i couldn't kill the ettins fast enough in sacred grove with the SSG, didn't have any flechettes left
also, considered making the flechette damage boost stack time wise?
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cambertian
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Re: [Needs Testing] Doomguy in Hexen

Post by cambertian »

comet1338 wrote:nerfs?
i couldn't kill the ettins fast enough in sacred grove with the SSG, didn't have any flechettes left
also, considered making the flechette damage boost stack time wise?
I apologize, I only ever play on the lowest difficulty. Which difficulty do you play on usually?
Anyway, download should now include cumulative flechettes, a buffed chainsaw and all other weapons at Doom 2 levels.
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Captain J
 
 
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Re: [Needs Testing] Doomguy in Hexen

Post by Captain J »

I usually play doom or hexen or whatever with 3rd difficulty, but nope. You actually can kill ettins easily with super shotgun in any difficulties and without items or powerups if the all shots are hit. So what, are the ettins in sacred grove are differently enhanced or something? or is it the reload momentum problem?

EDIT: Also doomguy still screams when he got gibbed.
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cambertian
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Re: [Needs Testing] Doomguy in Hexen

Post by cambertian »

Captain J wrote:Also doomguy still screams when he got gibbed.
Interesting. I'm assuming the *xdeath pointer in SNDINFO takes precedence over *gibbed for Hexen.
Will fix for the next release.

EDIT: Quick patch should be up now. Based on some quick calculations, I've increased some damage values:
  • Plasma Ball: 5 dmg -> 15 dmg
  • BFG Ball: 100 dmg -> 150 dmg
  • BFG Rays: 15 dmg -> 22 dmg
Gibbing sound should also work as intended.
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Legend
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Re: [Needs Testing] Doomguy in Hexen

Post by Legend »

Pretty cool. I have two little gripes though. While the chainsaw does make sense, the constant chainsaw rev sound gets a bit grating. And it's pretty rough that the ssg seems to take 4 ammo rather than 2.
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Luigi2600
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Re: [Needs Testing] Doomguy in Hexen

Post by Luigi2600 »

Looks good so far
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cambertian
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Re: [Needs Testing] Doomguy in Hexen

Post by cambertian »

Legend wrote:Pretty cool. I have two little gripes though. While the chainsaw does make sense, the constant chainsaw rev sound gets a bit grating. And it's pretty rough that the ssg seems to take 4 ammo rather than 2.
  • Next edition will probably have a CVar for chainsaw revving. I've been annoyed by it quite a bit as well.
  • Keep in mind that Mana goes up to 200 in Hexen. In Doom, shotgun shells only ever go to 100. If other people seem irked about it, I'll patch it up for a later version. :)
Luigi2600 wrote:Looks good so far
Glad to hear!
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cambertian
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Re: [Needs Testing] Doomguy in Hexen

Post by cambertian »

The new update is live!

Notes:
  • Doomguy players can now change their color. If you've ever wanted to play as a fabulously purple marine, this is the update to get!
  • The chainsaw's idle noises can now be turned off! Note that it still makes noise when attacking.
  • There's now a special options screen implemented! Right now you can only use it to change the aforementioned chainsaw revving, though more might be implemented later.
  • The Fullscreen HUD now shows proper icons for the Chainsaw and BFG9000!
  • More than likely, more features I haven't catalogued!
I don't know if this mod worked in non-development versions earlier, but if it did, it will NOT now, due to some scripting branch features.

Enjoy!
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Legend
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Re: [Needs Testing] Doomguy in Hexen

Post by Legend »

cambertian wrote:The new update is live!


I don't know if this mod worked in non-development versions earlier, but if it did, it will NOT now, due to some scripting branch features.

Enjoy!
Meaning we have to download a dev version of zdoom?
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cambertian
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Re: [Needs Testing] Doomguy in Hexen

Post by cambertian »

Legend wrote:Meaning we have to download a dev version of zdoom?
That is correct. A quick if/else block is used in the Chainsaw's code to avoid complications with jump statements. I apologize if this is inconvenient. I will revert to a more traditional method if this becomes a major concern. (Or I might make a second version just for kicks XD)

Here's a quick reminder of dev-build locations:
GZDoom
ZDoom
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cambertian
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Re: [Needs Testing] Doomguy in Hexen

Post by cambertian »

I'm considering making Doomguy into a different character - someone that would work better with Hexen's medieval magic theme, but would have similar stats and weapon functionality. Only problem is that I need an artist. I'm generally competent with pixel art, but realism isn't part of my repertoire.

Would anyone like to help me out here? You'll get most (if not all) creative control, as well as full credit.

Also, before I commit to the change, I'd like to know: how would you guys feel about it? Yay or nay? The Doomguy version will still be available as a separate download either way.
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Legend
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Re: [Needs Testing] Doomguy in Hexen

Post by Legend »

I know I've seen a medieval/arcane style ssg sprite somewhere before that would be fitting for a hexen style doomguy. I personally like the doomguy in hexen idea. Though, not a big fan of chainsaw being the starting weapon. Something ranged would be nicer I think. The mage is the only class that starts with a ranged weapon in hexen anyways. It would be nice to have another.

Maybe quakeguy? There are already quite a few quake weapon sprites floating around that look good and would fit suprisingly nicely in hexen. The ones used in Decent into Heresy mod for heretic for instance.

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