Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Gourry wrote:Questions on weapons and equips for the git ver.:
For the equip enhancement bonuses, does it randomize the bonus perk on the item? Was using a bunch on equip enhance orbs and misclicked on a good perk going to the next bonus.
How far does the weapon level enhancement go?
Equipment bonuses are randomized, and once an item has two bonuses (the max amount of bonuses an equipment item can have) on it, you can reroll the bonuses. Unfortunately, there is currently no way to select which bonus you want to reroll, so it changes both in one go. This may be changed in the future.
Weapons can level up to 4, but since the short-lived durability mechanic was removed recently, L4 weapons currently have no benefit. When durability was a thing, L4 would cause weapons to no longer suffer durability loss. There are no plans set in stone yet, but one idea is to make an entirely new effect for L4 weapons (which will cause the lore to have to be removed or placed somewhere else), or just have it grant a flat damage bonus - but that would be boring.
Dear lord this mod is amazing. Its unique, its... PERFECT!!!
>The unique guns you find and how they perform its real amazing, my favorite so far is the shotgun that shots down and creates a shockwave!
>Some weapons with unique mechanics like the halberd that builds fire if you walk around with it
>I love the shield mechaning feels like im parrying in Dark Souls
v0.11 - 4/14/21
=WEAPONS=
+GENERAL+
-Sub-Weapons have been removed and converted into either primary weapons or used in another form.
-Weapons now use ammo in addition to reloading and these mechanics are no longer optional. This was done for the sake of balance, and for opening up more possibilities for weapon and equipment effects.
-Weapon elements have been added. Fire deals damage over time, Ice creates a barrier when an enemy is frozen, Lightning deals damage to an adjacent target, and Poison causes enemies to deal less damage and prevent their special attacks from being used for a short time.
-SEEKER weapon family has been renamed to SUPPORT. Weapons that were previously of this type have been moved to the appropriate weapon families.
-RAPID weapons have had their magazine sizes doubled along with increased fire rates in most cases.
-POWER weapons now fire slightly slower than before, but their damage has been increased considerably.
-Weapon Capsule spawns are now randomized, meaning they are no longer based on original map placement of Doom II weapons, such as Chaingun spots solely spawning RAPID weapons.
A "Roulette" option can be chosen to make any weapon spawn from a capsule, but the drop is based on what color the capsule has landed on when destroyed.
-Added option to toggle reloading behavior: Auto or manual reloading when a magazine is empty.
-Enemies now only drop ammo for weapon types in your possession. Other types can still be found from other sources, such as capsules.
-Weapons now gain experience from kills, or picking up duplicates.
-Weapon levels gained are now permanent. (This does not carry over to other mapsets)
-The Weapon Gauge was made larger for easier viewing. This is the bar that appears near the magazine counter for weapons such as the Triple Wyvern and Grind Halberd.
-New weapons added: 3 POWER, 1 AREA, 2 RAPID, 3 TECH, 2 SUPPORT, 1 MELEE. (12 new weapons total)
+FROST SNAP+
-Damage has been increased due to removal of Sub-Weapons.
-Now has an alt-fire which deals slightly more damage, but with a lower rate of fire.
+BUSTER+
-Reverted back into AREA weapon.
-Changed L2 effect.
-Fixed a bug at L3 that fired the second level charge when only charged up to the first level.
+BLAZE STREAM+
-Fixed bug where a specific sound would not play when firing has stopped.
-Added damage over time effect from Fire element.
-Increased range.
+DOGFIGHTER MISSILE+
-Fixed L3 projectiles being capable of damaging you.
-Increased missile firing and turning speed.
-Adjusted damage and firing speed. In addition, also increases damage done to airborne targets.
-Weapon changed to SUPPORT, with effects changed to match.
+CRUSH BLAST+
-Mechanics changed, and the gravity effect of L3 was made into a baseline feature for the weapon.
+QUICK STRIKE+
-L2 and L3 effect revamped.
-Alt-fire now triggers Parry when no attacks have yet been made.
+HUNTING LASER+
-Now fires a burst of 5 lasers instead of 3.
-Now has additional weapon effects.
-Lasers will now seek targets at any time, rather than only when on screen.
-Weapon changed to RAPID.
+ASSASSIN VULCAN+
-Increased primary fire ammo consumption.
-L2 Stealth has been improved, and now causes enemies as well as homing projectiles to totally forget the player.
-Reduced L3 energy gained per enemy hit.
+STORM MINE+
-No longer auto detonates when in proximity of enemies, as the L2 and L3 effects were nullified in most cases by the feature.
-Fixed framerate issues when detonating multiple mines.
-Increased duration of mines before auto-detonation for both L2 and L3.
-Slightly increased damage from explosion.
-Reduced damage of direct impacts.
+REPEATERS+
-Increased firing and projectile speed.
+VIPER WAVE+
-No longer deals damage over time. Changed L3 effect.
-Increased firing speed.
-Reduced size of visual effects.
+SCRAP LAUNCHER+
-Added a short cooldown before an enemy can be stunned by subsequent chain hits.
-Improved spread.
+TRIPLE WYVERN+
-Added impact visual effects to projectiles.
+WINGED REAVER+
-Ammo is no longer consumed upon splitting the blades.
-Weapon no longer alerts enemies when thrown.
-Split blade movement speed has been reduced and flight pattern made less erratic in order to improve the ability to hit targets.
-Split damage has been increased slightly.
-No longer requires reloading.
+GRIND HALBERD+
-Heat can now be built up by moving in any direction, rather than only forward.
-Built up heat will no longer fully drain while attacking before the weapon is ignited.
-Increased duration of ignited weapon.
-Added damage over time effect from Fire element.
-Fiery Retribution is now activated with Alt-Fire and can now only be used while the weapon is ignited.
-Reduced damage of unheated strikes. Damage of ignited strikes has increased significantly.
-Fiery Retribution activation made more responsive, and an indicator will now display near the weapon gauge when it is ready to use.
+BULLET-EYE+
-Bullet-Eye Mode is now a quick burst attack that charges much faster. As a result, all music tracks that were originally for Bullet-Eye Mode have been moved to standard map tracks.
-Fixed a bug where kills with primary weapons did not grant Bullet-Eye energy.
-Weapon Enhancer drop chance from kills in Bullet-Eye Mode now decreases depending on the amount of players.
-Can now be activated at any time at 25% energy or above.
-Energy decays slowly when above 50% energy.
=EQUIPMENT=
-Equipment items now have durability. Equipment can be repaired with Equipment Enhancers, and will break and be lost if they reach a durability level of 0.
-Equipment items can now be dropped while in the Equipment Panel with a custom keybind set in the options menu.
-Equipment that previously affected Sub-Weapons have changed due to the removal of said feature.
-Added slots for shoulders, leg armor, belts, and accessories.
-New equipment items added: 1 armor, 3 leg armors, 4 belts, 5 shoulders, 1 gloves, 1 boots, 6 accessories. (19 equipment items total)
-Equipment can now gain bonuses that affect various elements. You can gain these bonuses in three ways: Picking up a duplicate equipment item, using Equipment Enhancers, or
finding an equipment item in a map that has preset bonuses.
-Sentry's Guard (Helmet) - Now has a chance to create a turret on destruction of an Item/Weapon Capsule with no requirements, but the duration of turrets has been reduced.
-Victory Armor (Armor): Increased requirement for bonus to 40, up from 25.
-Fixed missing pointer causing incorrect behavior of Victory Armor.
-Impact Chestguard (Armor): Reduced damage and radius of effect.
-Calibrated Grips (Gloves): Removed Bullet-Eye bonus.
-Energy Conversion Gloves (Gloves): Removed Bullet-Eye bonus and now grants shields when picking up Strike Orbs in addition to health.
-Dead Eye Strikers (Gloves): Revamped effect due to removal of Sub-Weapons.
-Hasty Treads (Boots): Movement speed bonus increased. Also has a new effect for added mobility.
-Hover Jets (Boots): Removed camera spring after the effect ends and reduced hover duration.
-Added Old World Manuals to certain locked chests. These reduce the cost of leveling and repairs of equipment by 1 per rank.
=ENEMIES=
+GENERAL+
-New Imp replacement, "Invading Swarmer", added.
-New Arachnotron replacement, "Mag Roader", added.
-New Baron of Hell replacement, "Lobolashi", added.
-New enemy, "Radioactive Terror", added.
-Swapped health values of Dread Visage and Phase Reaper.
-Bosses no longer drop L3 weapons, but now always drop an increased amount of Weapon and Equipment Enhancers.
+DREAD TROOPER+
-Will no longer fire when a target is out of sight.
-Dread Troopers can no longer open doors while they are patrolling, preventing them from opening up later areas in a map the player cannot yet access.
+RIVETING GRENADIER+
-Now has a melee attack.
+GARGANT+
-New ability "True Stealth".
-Increased threat of Berserk Mode.
+DREAD VISAGE+
-Visual effects now only appear when the player is closer to the enemy, in order to prevent framerate issues.
+ABERWRAITHER+
-Due to their spectral nature, projectiles from an Aberwraither now pierce shields.
-Visual effects now only appear when the player is closer to the enemy, in order to prevent framerate issues.
+WOLFENSTEIN SS+
-Fixed bug where enemy was invisible on spawn until becoming active.
=ABILITIES=
-Flash Guard and Quick Melee are now an overlay animation. This means they can be activated at any point during usage of a weapon.
=ITEMS=
-Weapon Enhancers no longer instantly level up a weapon, and will now instead grant a substantial boost to a current weapon's experience points.
-Weapon Enhancer cap has been increased to 255, up from 50.
-Equipment Enhancers have been added, and can be obtained from most sources where Weapon Enhancers can also be found. They can be used to repair and enhance equipment items to gain beneficial bonuses, such as increased max ammo capacity.
-Score items now double as crafting materials for the new crafting system. Be sure to pick them up!
-Bullet-Eye Emblem (BFG spawn item) was incorrectly spawning two at the same time. While picking up two of said item at the same time had no apparent effect, it was causing the visual effect of the item to appear brighter than intended.
-Bullet-Eye Emblem duration reduced to 10 seconds, down from 20 seconds.
-Fixed Survivor score bonus. They would only give 1 point when rescued, instead of 500 as intended.
-Survivors that appear in secret areas no longer count towards the item tally.
-L3 weapons no longer spawn in BFG locations.
-Added locked chests that require a key to open. Press USE on a chest to open it and reveal the contents within. Keys drop from enemies and you can acquire one from finding all items in a map.
-Ammo Boxes now have visuals to better indicate what a player should do with them.
=MISC.=
-Health and shield system changed to be similar to that of an arcade game. Health and shield power up values have been adjusted.
-Health has been changed to 25 units (50 at max health upgrades), and enemy damage has been altered to compensate. Taking damage grants a brief period of invulnerability.
-Health items dropped from enemies or capsules will now disappear after several seconds if not picked up.
-Shields are now limited to 6 units, and each hit taken removes 1 unit, regardless of how damaging the attack was.
-A proper explosive barrel replacement has been added.
-Player sprites for Valnos have been added. Player colors are currently not supported.
-The Status Panel pages can now be navigated with the arrow keys or brackets while open. An option can be set to match one's preference.
-Crafting page has been added. This will allow you to craft weapons you have previously found, provided you have the number of materials needed. Walking over a weapon with Equipment Lock enabled will also unlock said weapon.
-Equipment Panel will no longer freeze time, in order for multiplayer to work correctly.
-Equipment Panel weapon pros and cons text has been replaced with weapon attributes, such as damage and fire rate.
-Replaced all Mega Man X3 songs from the map track list, except for the opening stage theme. The songs were far too short (Under 1 minute) to be suitable for most maps. They have been replaced with Atomic Robo Kid tracks.
-Added new map tracks and replaced some older ones.
-Equipment page of the Status Panel has been redesigned.
-Added indicators on weapon slots to determine which weapon family a current weapon belongs to. Do not create naughty words with this feature.
-Added indicator to ammo counter frame to determine which ammo type is currently being used.
-Equipment Lock icon has been reduced to one graphic.
-Spawner code for secret sectors has been improved, and will now more reliably have special items in them.
-Player Defense and Damage Sliders have been removed.
-Arcade Mode, and True Arcade Mode have been removed.
-Score bonuses are no longer acquired on maps with 0 secrets, items, and/or monsters.
-Fixed a bug where dormant monsters would flash when damaged.
-DM Spawns option now only spawns enemies on map 5 onwards.
-New Coop Spawns option added. This will spawn your choice of items in coop spawns, from map 3 onwards.
-Fixed issues with maps containing voodoo dolls.
-...And a number of other small things I may have forgotten. It's been almost 2 years. I apologize!
Well here we are again. This has taken a lot longer than I hoped it would, especially since I kept making posts stating "the next update is soon!" Though, that is mainly due to the fact that I wanted to add in so many things to make it a big update - some most likely unnecessary.
As you may find out...This version of Bullet-Eye will feel vastly different from the previous iterations. The thing is that I believe this has developed more into a test bed or 'childhood dream' of sorts, in that some ideas that are now in the mod were ideas I had when I used to work on a platformer, or even ideas I've had ages ago. This may also seem why the mod may feel a little all over the place as opposed to past versions. Still, it may have strayed too far from its arcade/retro roots, but I hope you enjoy playing it as much as I do.
I did still want to add in a new things, such as more elemental weapons and Support/Melee weapons in general, but I think it's at a decent balance right now. I am definitely not stopping updates on the mod, but major features (such as system revamps) are highly unlikely from here on out. Let's hope the next update won't take nearly 2 years this time!
I also want to give a very big thanks to Accensus, for without his help, this mod wouldn't have gotten as far as it has today. I would also like to thank HyperUltra64 for providing some artwork that I've gotten too lazy to do as of late! Sledge, IKA, Shredder, and Hetdegon were also very helpful in the feedback and bug report department, which is a valuable commodity for those of us with smaller, less popular mods.
Again, I hope you will enjoy this update! Thanks for playing!
Congrats on the release Mor,can't wait to see what's in store
Also,I wanted to ask,what the console command to give Weapon and or Equipment Enchancters
Also uh,I seem to have a problem right off the bat,shit keeps freezing(in the game proper,nothing wrong related to the menus at least) and I'm not sure why
Linz wrote:Also uh,I seem to have a problem right off the bat,shit keeps freezing(in the game proper,nothing wrong related to the menus at least) and I'm not sure why
Yeah, I'm having the same problem too. At first I thought it was the Frost Snap, but on further testing it seems to happen when an enemy is killed. It's not always consistent though, not sure why.
EDIT: After doing more experimenting, it seems to have something to do with the death of the Imp replacement! Still no idea why, but hopefully that narrows it down!
Sorry about that, everyone. I temporarily reverted a change related to Shuffle Mode, and fixed the infinite loop (which caused the crash) related to the Imp replacement. Everything should be good to go now! Sorry for the inconvenience.
Linz wrote:Also,I wanted to ask,what the console command to give Weapon and or Equipment Enchancters
Released a small update which should reimplement Shuffle Mode affecting Equipment items, as well as the other changes that were made earlier - only with a proper GitLab link instead of the Dropbox link.
=v0.11.1=
New Features:
- Shuffle mode now also shuffles equipment items.
Fixes:
- Fixed Invading Swarmer infinite loop.
- Fixed Old World Manual Status Panel HUD position.
EDIT: Forgot to mention...You may see some vague references to co-op here and there. This feature isn't yet available, and although it works somewhat, it is considered unstable and should not be attempted in serious runs. We hope to get it in working order in the future, especially since more Support weapons that allow the healing of teammates have been planned.
I would like ammo pickups to tell you the exact amount they give,since health,shield,and point pickups do so but not for them. Just for consistency sake you know
Also,I feel like Shuffle Mode should give you maxed out weapons since well,no point in putting Weapon Enchancers into them if they're just gonna be swapped out in a few seconds anyway
Side Note: The Crush Blast feels so much better now,love it. Iirc it orginally had a "you fire faster in the air" gimmick?
Also Also:Interesting how the Hunting Laser sprite was taken from an old shooter called Eradicator
Also Also Also:I'm happy to see some of the weapons that orginally had Doomguy's hands and or arms were edited to be Valmos. I have this pet peeve of mine where I don't like it when a Doom mod has you play as a different character,but I just look at the hands and think I'm just playing as Doomguy with a different voice and weapons
And sometimes ablities
Granted if there design is based around that (Arti and Armin come to mind) them I don't mind it as much and also I've been rambling too much overall I love the new update good job you guys can't wait to see what new weapons come up ok thx bye
I would like ammo pickups to tell you the exact amount they give,since health,shield,and point pickups do so but not for them. Just for consistency sake you know
That can be done. I forget if there is a way to modify the message if it is affected by certain equipment bonuses, such as the Item Scrounger, which increases ammo pick ups. Otherwise, it shouldn't be too big of a deal.
Also,I feel like Shuffle Mode should give you maxed out weapons since well,no point in putting Weapon Enchancers into them if they're just gonna be swapped out in a few seconds anyway
That's true, but weapons should retain their levels even when swapped. If this is not the case, then we will look into it.
Side Note: The Crush Blast feels so much better now,love it. Iirc it orginally had a "you fire faster in the air" gimmick?
Correct. I will move that "faster firing while airborne" mechanic to another weapon - but the weapon was changed was due to the fact that both the Crush Blast and recently added Crash Comet felt far too similar.
Also Also:Interesting how the Hunting Laser sprite was taken from an old shooter called Eradicator
Yes, the Hunting Laser was using a sprite with very minor edits from Eradicator for the longest time. Only recently, as seen in this update, was the sprite updated to look a lot nicer with some improved firing animations to boot. In fact, the sprite I used was even posted on the B-E blog 2-3 years ago, but I just didn't do anything with it until now.
Also Also Also:I'm happy to see some of the weapons that orginally had Doomguy's hands and or arms were edited to be Valmos. I have this pet peeve of mine where I don't like it when a Doom mod has you play as a different character,but I just look at the hands and think I'm just playing as Doomguy with a different voice and weapons
And sometimes ablities
Granted if there design is based around that (Arti and Armin come to mind) them I don't mind it as much and also I've been rambling too much overall I love the new update good job you guys can't wait to see what new weapons come up ok thx bye
I was in such a rush to release this update that I forgot I didn't get to change all of the arms yet. But at least some of them are done. I can definitely change them in later updates at least! Speaking of updates, I plan to release smaller updates like I have in the past when the mod was still new, instead of taking nearly two years for one big update.
Leveling weapons feels very slow right now, to the point that I've mostly gained levels by burning weapon upgrade orbs. This seems... not right? Upgrade orbs feel like they should be more for bringing weapons up to par if you pick them up later, not the primary means of gaining EXP, or at least that's how they've been presented previously.
Not sure why, and it's not your mod so I can't exactly blame you for it not working, but CustomDoom's ammo regeneration functions don't work even if the backpack requirement is turned off. Just figured I should bring it up, in case it turns out it relates to some other oddities or bugs.
On a different note, if you're maxed out on upgrades it appears they're still attracted to you even though you can't pick them up. This is pretty dang annoying because they end up blocking your view as they swirl around your character.
CanisLaticanis wrote:Leveling weapons feels very slow right now, to the point that I've mostly gained levels by burning weapon upgrade orbs. This seems... not right? Upgrade orbs feel like they should be more for bringing weapons up to par if you pick them up later, not the primary means of gaining EXP, or at least that's how they've been presented previously.
Leveling may feel a lot slower than previous versions, but that is mainly due to the fact that experience earned and weapon levels are now permanent. This means that now you can drop, say, a L2 Hunting Laser for a different weapon, and if you find a Hunting Laser on a different map it will still be L2. You no longer have to upgrade a weapon "from scratch" whenever you find it again later. I'll adjust the XP values if it still proves to be a problem. One idea is that duplicate weapon pick ups could grant a substantial amount of XP - which they do already provide a larger boost compared to most sources, but they can be adjusted to grant even more.
Not sure why, and it's not your mod so I can't exactly blame you for it not working, but CustomDoom's ammo regeneration functions don't work even if the backpack requirement is turned off. Just figured I should bring it up, in case it turns out it relates to some other oddities or bugs.
It may be related to how ammo is handled in Bullet-Eye. I noticed the "Intelligent Supplies" mod also affects ammo adversely in this mod. We can look into it!
On a different note, if you're maxed out on upgrades it appears they're still attracted to you even though you can't pick them up. This is pretty dang annoying because they end up blocking your view as they swirl around your character.
Definitely an oversight. I will add a check so that enhancers won't be pulled towards the player if you are at the max. For now, you can disable the "Auto-Gather Weapon/Equipment Enhancers When In Proximity" under the "General" section of the Bullet-Eye options. I could also increase the limit a bit, but I feel that would still create the same problem regardless.
Say,there's this strange glitch with the Viper Wave
When I maxed it out,it just...doesn't shoot anything
The firing animation plays but it's practically firing blanks (Not sure if Viper Wave L2 has the same problem,I dunno the console command that gives it so I could test it >_>)
Linz wrote:Say,there's this strange glitch with the Viper Wave
When I maxed it out,it just...doesn't shoot anything
The firing animation plays but it's practically firing blanks (Not sure if Viper Wave L2 has the same problem,I dunno the console command that gives it so I could test it >_>)
Thanks for the report! I just released a new update that fixes it. The cause of the problem was that it was attempting to fire projectile actors that no longer existed.
Side note:
Secret hint at an upcoming weapon?
Rlly makes you think
It's actually a reference to a player-made weapon using the same appearance in Hideous Destructor. I "donated" the sprite since I wasn't currently using it for this mod, but as you can see, that has now changed!
New small release:
v0.11.2 - 4/22/21
New Features:
-Weapon/Equipment Enhancers are no longer auto-gathered if the player is at the max amount.
-Added 1 new equipment item.
Fixes:
-Fixed Viper Wave L3 effect.
Balance:
-Land Mine Traps are now slightly more visible.
-Increased Repeaters firerate, and now has a higher ammo save chance compared to other RAPID weapons.
This is more of a nitpick than anything(and take it with a grain of salt from someone who really doesn't like the weapon) but I don't feel like the current sprite for Metal Monstrosity...fits
It looks more like a weapon that should be shooting grenades rather than a jaw chomping machine