Bullet-Eye - v0.12.7d - 3/30/25 - Enemy Mod Updated! 4/18/25

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Which Weapon Family Do You Find Yourself Using Often?

Power
7
23%
Area
4
13%
Rapid
10
32%
Tech
5
16%
Support
1
3%
Melee
4
13%
 
Total votes: 31

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Mor'Ladim
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Re: Bullet-Eye - v0.12.7 - 3/23/25 - Hefty Amount of Changes!

Post by Mor'Ladim »

Some_Kinda_Lucky wrote: Mon Mar 24, 2025 4:09 pm So far I'm really enjoying everything that the new update adds and changes except the new energy screen system, it's making the game way too easy when I feel like the balance was really good before, making bosses deal more screen damage is nice but I feel like something else should be altered to make the screens less powerful, maybe the medium and large pickups should give you less screens, like the medium one gives you a quarter of a bar and the large gives you half, I feel like them giving you half and nearly full bar respectively currently is too much.
I made those changes and also fixed a VM Abort caused when the player walked on damaging floors with an Energy Screen. Not sure why I didn't just do the detection code like this in the first place, but it should be stable now! I may possibly do some fine tuning later, but in my test runs the shields seemed to be in a good place! If you don't mind my asking, what difficulty do you happen to play on? I tend to go with "Hard Mode" so I tend to balance around that, and may also be why the shields seemed fine.

Changelog:
v0.12.7b - 3/24/25
-Reduced amount of Energy Screen Layers granted from Energy Screen pick ups.
-Fixed VM Abort when stepping on damaging floors with an Energy Screen.
Some_Kinda_Lucky
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Re: Bullet-Eye - v0.12.7b - 3/24/25 - Hefty Amount of Changes!

Post by Some_Kinda_Lucky »

Oh damn, I was not expecting such a quick fix, thanks Mor! And I play on Master Difficulty.
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MsrSgtShooterPerson
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Re: Bullet-Eye - v0.12.7b - 3/24/25 - Hefty Amount of Changes!

Post by MsrSgtShooterPerson »

Just reporting that when using the Blaze Stream on a Lobolashi, I get a VM abort. :D
Screenshot of the console below:

https://imgur.com/GsTZy7r
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Mor'Ladim
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Re: Bullet-Eye - v0.12.7b - 3/24/25 - Hefty Amount of Changes!

Post by Mor'Ladim »

MsrSgtShooterPerson wrote: Sat Mar 29, 2025 7:23 am Just reporting that when using the Blaze Stream on a Lobolashi, I get a VM abort. :D
Screenshot of the console below:

https://imgur.com/GsTZy7r
Thanks for the report! The issue has been fixed, thanks to Ace!
v0.12.7c - 3/30/25
-Fixed Frenzy Ravagers L3 alt-fire effect not activating consistently.
-Fixed VM Abort related to enemy health.
-Fixed an extremely situational tic-perfect VM abort when previewing costs for items on the ground.
-Edited STARTUP graphic slightly. Mainly making the elements larger.
Funky Gnoll
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Re: Bullet-Eye - v0.12.7c - 3/30/25 - Hefty Amount of Changes!

Post by Funky Gnoll »

Where in the hell is all of the ammo? I ran out at the beginning of map02 and had to plink my way through with an unloaded Frost Snap, which was incredibly obnoxious
Some_Kinda_Lucky
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Re: Bullet-Eye - v0.12.7c - 3/30/25 - Hefty Amount of Changes!

Post by Some_Kinda_Lucky »

Funky Gnoll wrote: Sun Mar 30, 2025 3:22 pm Where in the hell is all of the ammo? I ran out at the beginning of map02 and had to plink my way through with an unloaded Frost Snap, which was incredibly obnoxious
Ammo definitely becomes a non issue pretty early on in most playthroughs, using your Bullet-Eye generates a fair bit of rounds and using Melee weapons early on helps conserve it, I do feel like Frost Snap ammo pickups should be more plentiful though, either on the amount they give or the amount that spawn.
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Mor'Ladim
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Re: Bullet-Eye - v0.12.7c - 3/30/25 - Hefty Amount of Changes!

Post by Mor'Ladim »

Funky Gnoll wrote: Sun Mar 30, 2025 3:22 pm Where in the hell is all of the ammo? I ran out at the beginning of map02 and had to plink my way through with an unloaded Frost Snap, which was incredibly obnoxious
Hopefully these changes will help! One issue is that some spawns are very map dependent (this also affects other aspects of the mod, unfortunately), so one map can have a ton of ammo keeping you at the max amounts at almost all times - while another has very little to go around. I will see if I can explore other avenues of maintaining a better balance of things rather than relying on random spawns.

EDIT: There is actually some code in the mod that is really underutilized, which allows enemies to drop ammo for the weapon types you are carrying instead of random drops. I will do some testing and alter the values (such as drop rate) for that mechanic to see if it works out better!
v0.12.7d - 3/30/25
-Most Melee weapon damage has been increased.
-Frost Snap Ammo adjustments have been made, such as increased spawns and increasing the ammo pickup amount by 4.
-Removed coin spawns from ammo spots.
Thank you for the feedback!
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Mor'Ladim
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Re: Bullet-Eye - v0.12.7d - 3/30/25 - Enemy Mod Updated! 4/18/25

Post by Mor'Ladim »

The enemy mod has been updated! It has also been moved to GitLab for easier updating and less clutter with different versions.
Enemy Mod v4 - 4/18/25
-Ported over changes from main mod, such as more telegraphed attacks.
-Renamed CVars so as not to interfere with CVars from the main mod. Players may need to set them again.
-Added missing sprites for some enemies, such as Crusher projectile impacts.
-Added the spawn system from the main mod, allowing enemies to be toggled off or randomized.
-Added option to convert hitscan attacks to projectiles when using the newly added "Doom - Altered" enemies.
-Invading Swarmer will not use its Counterattack Aura when infighting.
-Increased projectile speed of Dread Troopers slightly.
This took a little longer to release an update for because I decided to add the enemy spawn replacement options from the main mod after all, and needed to do some testing to make sure everything was in working order! I may have missed some things, but if there are any errors please let me know and I will update ASAP!

Remember, with the enemy spawn options you can use enemies from other monster mods in addition to the Bullet-Eye enemies, but the option for an individual enemy must be set to "X (Doom - Original)" (Example: "Zombieman (Doom - Original)") for it to work. "Doom - Original" and "Doom - Altered" cannot be combined, meaning you cannot have unmodified vanilla enemies and another monster mod replacement appear at the same time in a map for an individual enemy.
Nixx_01923
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Re: Bullet-Eye - v0.12.7d - 3/30/25 - Enemy Mod Updated! 4/18/25

Post by Nixx_01923 »

Hi, I'm experiencing a crash every time I launch the only enemies file in GZDoom. It gives an error related to 'SpeedAdjust': GScript error, "bullet-eye-baddies-master.zip:zactors/enemies/aberwraither.zsc" line 70:
GUnknown identifier 'SpeedAdjust'

Execution could not continue.
1 errors while parsing scripts
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Mor'Ladim
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Re: Bullet-Eye - v0.12.7d - 3/30/25 - Enemy Mod Updated! 4/18/25

Post by Mor'Ladim »

Nixx_01923 wrote: Tue Jul 29, 2025 8:21 am Hi, I'm experiencing a crash every time I launch the only enemies file in GZDoom. It gives an error related to 'SpeedAdjust': GScript error, "bullet-eye-baddies-master.zip:zactors/enemies/aberwraither.zsc" line 70:
GUnknown identifier 'SpeedAdjust'

Execution could not continue.
1 errors while parsing scripts
Fixed! Thanks for letting me know. I am not sure how long it has been like this, and for some reason I was doing testing with the final zip and not the directory itself, causing this issue to slip under the radar!
Nixx_01923
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Re: Bullet-Eye - v0.12.7d - 3/30/25 - Enemy Mod Updated! 4/18/25

Post by Nixx_01923 »

No problem, and thank you for checking out the bug. The mod is working fine now!!
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Mor'Ladim
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Re: Bullet-Eye - v0.12.7d - 3/30/25 - Enemy Mod Updated! 4/18/25

Post by Mor'Ladim »

Hey, folks! I just wanted to let you know that this project is in fact still alive and I have been working hard on the next update! I did have to take some pauses here and there due to other projects I've been working on, but rest assured 0.13 will be out by the end of this month the latest soon!

There will be a lot changing this time around!

-For starters, chests are no longer a thing. Since the removal of their locked mechanic and the keys to open them, they no longer made sense. Any loot that was exclusive to chests (which was really not much) has been moved to other sources, such as Item Capsules.

-Old World Manuals have been removed. While they were a useful addition, controlling GP acquisition and changing the cost of upgrading equipment essentially serves the same purpose without the need for additional layers that the manuals provided.

-Quick Kick and Flash Guard upgrades are gone as well. Quick Kick now activates faster as compensation. The Flash Guard on the other hand had its energy reduced, meaning it will be more skill based and limit the reliance on it in encounters, therefore bringing back some of the challenge of the mod.

-Ammo Lockboxes are out. The mod was suffering from an abundance of ammo in later maps, and these were part of the problem. Ammo items themselves had a slight boost in the amount of ammo you get from them, so the removal shouldn't be an issue.

-Equipment items drop far less often now, making the mod less akin to a looter shooter. While they haven't been made extremely rare or anything, players will definitely see a lot less dropping in later maps as opposed to before.

-Easier to get Elite items! Sort of! After Map 15, an elite item will spawn in place of a BFG the first time one is encountered. This means that players should always find at least one elite item in a run now, depending on the mapset of course.

Other than those big changes, for weapons, there are new ones coming (including some much needed Support and Melee weapons to boost the lack of them in those families!), some partial reworks, and many fixes along with balance changes. In general, there are plenty of bug fixes or other changes to help the mod run much more smoothly. For example, fixes that help alleviate potential FPS issues, or others such as preventing enemies from becoming stuck in certain situations which previously had the possibility to affect the kill tally or progress!

Players will also find that there is now a simple score combo system, so one can rack up their score by killing enemies in quick succession, with multipliers as more are defeated!

As you can see, the Status Panel has a lot less icons due to the removal of the aforementioned upgrades. I MAY remove Item Power altogether and make Treasure Level hidden (as originally intended) to clean it up a bit more.


A lot going on here, but the simple combo system in action! The small "Combo" labels will appear from enemies as they are defeated to denote your current combo level. Blue is the lowest, but the labels will change colors as the combo count becomes higher, with gold being the max.


I hope you will all enjoy what is to come and I promise things will feel natural and better in the long run despite these changes, as it also removes some of the dreaded and much complained about feature creep! I would also like to thank the players for sticking with the mod after this long! Please also note that the mod is updated a lot more often than it appears,

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