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No, doesn't sound dumb at all if you ask me. You could even make it so its pickup sprite is actually a backpack with its barrel sticking out - in fact, it would give the classic "What the !@#%* is this!" pickup message a well-deserved use!
I think you could use Eriance sprites for the soul pickups, and for the Unmaker itself I think you could take a look on those as well. There's some pretty neat stuff there.
Hey guys, bumping this up to announce a new update, which covers some needs and some goodies too! Hope you like it!
Changelog:
Spoiler:
- Added a New skull icon.
- Added some effects on chaingun and machinegun.
- Added an alternate attack to the chainsaw
- Added the Unmaker! It has a small chance of replacing the BFG9000.
- Fixed chainsaw not shaking
- Fixed Plasma Rifle infinite flame exploilt
- Fixed Plasma Rifle flame spawn height.
- Fixed Plasma Rifle flame sound bug
- Fixed Heretic Backpack.
Get it now! Suggestions, bugs and doubts are welcome
sorry if i sounded demanding or aggressive or something like that, i was just curious.
anyways, i really liked the mod! i always play it with consolation prize!
Don't worry. It sounds less aggressive but questioning some problems.
Anyway projectile one, item one, all of them are visible in Gzdoom g.2.3.2. But they are all voxel modes. So they might be transparent if you're using the older versions, i think.
I wanted to mess with the explosion, but that had no big results, and forgot to bring it back to normal. It's easy to solve, i just need to create a separate actor for the explosion.
Also, i just fixed fist secondary attack (you could kick while walking and that was weird). But it doesn't count as updates but minor bugfixes, so I'm not desperate on re-uploading the file now.
Also, i think the fists become useless after a while. But i couldn't think of a better idea of utility (like piñata drops a la metadoom) without messing with enemies, and i don't want that.
Thanks for liking the mod, the rockets will be fixed on the next update.
Edit: probably the next version will bring game options, such as turning smoke/models/voxels on and off.
So I finally gave this a try with Heretic and I feel like the spawning behavior of weapons there is a bit wonky and that some things don't quite work as they should.
Spoiler:
-First things first: the inventory system is still partially present but there's no inventory bar to cycle through the few items that are still inventory items (like the wings of wrath and morph ovum). I'd suggest either add back an inventory bar or make them used on the spot as that is often the case.
-I haven't gotten far enough into the game to fully test this out, but with the way that the weapons replace the vanilla ones (the dragon claw is replaced by the rocket launcher for example) makes the game almost...unfair to a degree. By E1M5 I was drowning in bullets while I really needed either cells for the plasma rifle or shells for the shotgun, since the chaingun/machinegun don't seem to replace any weapons available in the first episode. I think a patch or something that makes small ammo pickups worth a little more would be good if you don't intend to swap the weapon order around.
-Damage seems a bit lackluster in general, but I can't really say whether that's intentional or if Heretic's monsters generally are tougher than the ones in Doom. I recall taking around 4 pistol shots to kill a gargoyle, and golems sometimes take more than one shotgun shot to die.
Other than that, things work as intended and it's still a great mod made better by the new updates.
Thanks again man. I believe that indeed Heretic monsters are thougher than Doom's. As for the inventory system, i totally forgot bout it when porting Heretic.
As for weapons, I've had to study from a basis document, and chose to compare from ww-nazis, because, along with Necrodoom, it's the only mod i really know that has multi-compatibility. Maybe that's why things are kinda fucked up.
Necessary edit: I'm not saying ww-nazis spawners are fucked up. I meant that since i only drew mine by association, it's obvious that it wouldn't have the same balance. I think that's about it.
Also, I've added another review by the Gaming Room forum!
As of now, next update will be 1.8b due to be more a bugfix than a update for new stuff. You guys can expect casings, cvars and most of these errors fixed.
Flakes is back in town again, grab your updates and start killing.
ALSO, user gezzdt made a SWEET patch which replaces super shotgun sprites for ones similar to Far Cry Blood Dragon (must be loaded AFTER Flakes). Go see it, it's animal. But i won't define them as deafult, for the option of choice.
On another note, user Rallinth on Youtube made a nice gameplay of Flakes Doom on the Mapset Going Down. Cheers to the man!
GET PSYCHED.
Spoiler:
- New armor and health Icons for Statusbar
- symmetry on dryfire messages.
- Chex Quest compatibility
- Quad Damage, invisibility and invulnerability are inventory items on heretic now.
- smoother bobbing on pistol, rocket launcher, pistol, plasma rifle and BFG 9000 firing frames.
- new effects for kicking animations.
- new shaking effects for melee attacks.
- fixed heretic inventory not appearing at all.
- fixed rocket translucency.
- fixed rocket aim alignment
- fixed chaingun bullet_puff
- bullet_puff no longer replaces original class, which means original revenant missiles.
- new pickup sprite for super shotgun
- removed Icon of Sin Sounds for compatibility and space (almost 1MB).
- added casings (from blood)
- added options to remove casing, voxels and smoke effects
- reworked Heretic ammo and weapon spawners, making the game not so confusing (and easy).
No, not selfish at all! It would need sone structuring again. But by visual recoil, you mean screen shaking? Aside from the kicking effects, that's the only effect i use.