WW-Cola3 [v2.5 bugfix release, 5/31/2019]

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wildweasel
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Re: WW-Cola3 [early access][wip]

Post by wildweasel »

Captain J wrote:Sounds reasonable. But i think that should be more reasonable if it decreases meter a lot when taking hit, no matter how intense the attack is.
I'm currently toying with the numbers. In the current release build, its max "levelup" is 40 bubbles and it takes between 2 and 4 when you are hurt. In my latest edit, its max is 15, it takes between 5 and 10 when hurt, and the Arms Barrier is ignored completely while the cards are equipped.

Also, I've edited the OP for both the list of tentative credits and for the weapon descriptions.
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wildweasel
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Re: WW-Cola3 [early access][wip]

Post by wildweasel »

https://drive.google.com/file/d/0B4AcTi ... sp=sharing - Another new version is up. I think this might be it.

Changelog:
- The Kare Brand Cards now take damage regardless of whether you have an Arms Barrier (the Barrier does not take damage while the Cards are equipped).
- The Cards have a much lower level-up requirement (15 instead of 40).
- The Cards have a much higher damage penalty (random 5-10, instead of random 2-4).
- The weapon on Slot 7 is almost finished - I hereby officially dub it the Toothpaste Laser (pickup message not yet defined). Click and hold Fire to charge it up. Low-power shots fire 2 homing lasers, Medium-power shots fire 4, and DIE-power shots fire 6 plus a Super Death Beam that does not home but does significantly more damage. The Toothpaste Laser does not level up.
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Naniyue
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Re: WW-Cola3 [early access][wip]

Post by Naniyue »

"!!BUURRPP!! :oops: WW Cola: The premiere soda action RPG! Available in 12 ounce cans and 2 liter bottles on your favorite forum."
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wildweasel
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Re: WW-Cola3 [early access][wip]

Post by wildweasel »

This week's update (don't count on "weekly" being a regular thing though, folks!) is live. Same link as before, I should hope.

Changes this time around:
- The new Backpack item is added - no graphic or sound yet, but each pickup of a backpack increases your maximum Missiles by 10.
- Missile Launcher now displays maximum ammo on screen when selected and generally just has a nicer HUD treatment.
- Player now starts the game with 20 missiles, so it is impossible to uselessly pick up map-placed ammo without having fired any first.
- The majority of actors/enemies.txt has now been commented out - the only monsters now replaced are the three Zombies (to handle hitscan-to-tracer replacements). Because...
- A new ACS "KILL" script has been added that dynamically causes monsters to drop an amount of Cola Bubbles proportional to their spawn health. This means that custom monsters (and non-Doom games, in the future!) will also drop bubbles.
- Said script also randomly causes monsters to drop missile ammo pickups. In the future, this will only happen if the player (or at least one player in a co-op game) is carrying a Missile Launcher, but I didn't have time to figure that out. Dropped missile pickups will eventually disappear and can be picked up regardless of whether you are at maximum.
-- Known bug: bigger monsters, which drop missile boxes, currently only drop boxes that contain 2 missiles instead of 5. This will eventually be changed in some fashion.
- Other fixes that I can't remember off-hand.
- If you are play-testing, please pay attention to whether you feel like you have enough missile ammo to use it semi-regularly, or if you feel as if you are getting too much of it.
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kadu522
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Re: WW-Cola3 [early access][wip]

Post by kadu522 »

GOOD MORNING!

After playing this mod with touhou doom (Cus why not) i found the folowing:

1)The rocket launcher fells... underpowered. also the Lv.3 upgrade is not that usefull since you need to intentionaly aim upwards to use it. how about makeing it homeing for Lv.3?

2) The ACS script works with no problems, i "Would" say that i was geting to much RL ammo but since its touhou doom and i missed Half the shots it would need more play time to be sure.

3)Cards degrade when you level up... odd but cute.

4)I like the fact the you can break HP Pickup for Exp bubbles! i found this out by acident becuse again touhou doom.

5)Does "Cola guy" REALLY need's to *Brup* everytime you get a bubble?
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wildweasel
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Re: WW-Cola3 [early access][wip]

Post by wildweasel »

kadu522 wrote:1)The rocket launcher fells... underpowered. also the Lv.3 upgrade is not that usefull since you need to intentionaly aim upwards to use it. how about makeing it homeing for Lv.3?
It currently can do a pretty ridiculous amount of damage for what's a straight rocket launcher replacement, you can eliminate Barons in seconds...so maybe it's an aesthetics thing. Sounds do need to happen. I'm certainly going to rethink the upgrades for it (maybe something more CS-like, making it fire multiple missiles for level 3).
2) The ACS script works with no problems, i "Would" say that i was geting to much RL ammo but since its touhou doom and i missed Half the shots it would need more play time to be sure.
I have never played Touhou Doom so I have no idea what kind of enemy health and backpack distribution is going on with it.
5)Does "Cola guy" REALLY need's to *Brup* everytime you get a bubble?
I suppose one of the little burps is too big to be used as a common item pickup, but otherwise nah it's part of the theme and I don't think I'm gonna get rid of it entirely
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kadu522
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Re: WW-Cola3 [early access][wip]

Post by kadu522 »

So what good mapset could you recomend to check RL ammo balance?

I have some but its not going to help is you are not familiar with X Mapset's ammo balance.
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wildweasel
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Re: WW-Cola3 [early access][wip]

Post by wildweasel »

I'd suggest any vanilla-compatible mapset. Stuff with custom monsters, for the moment, is not a testing priority.
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Re: WW-Cola3 [early access][wip]

Post by wildweasel »

Another test build is up in the same place as usual.

The major change in this build is that I have swapped the Piledriver for the Plasma Autorifle. I feel like the Autorifle is much more at home in the Chaingun slot, and the Piledriver should really go at a higher tier rather than hitting it with the nerf bat. So here you go. The rest of the changes are little clerical changes (removing the broken HELP option from the menu for now, adding descriptions to the Cola Options, adding a Very Important Dedication to the front menu) and other stuff that doesn't really affect balance. Also, a new sound for picking up missiles. Because that's the kind of stuff I felt like doing today. It's been a rough day.

The mod also now Very Slightly works in Heretic. So far the only stuff I've done to make that happen has been substituting FreeDoom sprites for Doom 2 ones via the /filter/heretic folder, and adding a re-paletted version of the Pepsi font so it doesn't look like confetti vomit. The Tome of Power does not do anything, but the health and armor items are replaced with equivalents (the Quartz Flasks are not Six Packs, but special PortaCola flasks that add 20% to your PortaCola reserve). Some graphical issues may yet remain with it. It's not a priority to fix right now, I mostly did it to see if the ACS cola bubble system worked, and it does. =P
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wildweasel
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Re: WW-Cola3 [early access][wip]

Post by wildweasel »

https://drive.google.com/file/d/0B4AcTi ... sp=sharing

A new build in time for Christmas.

The changes this version:
- Re-did a bunch of the changes to the menus that somehow didn't get saved. (I'm not sure how.)
- The Pepsi menu font was revised to fix some issues with kerning, missing pixels, the readability of the Q and T, and missing exclamation point so Skill 5 now looks correct.
- The Missile Launcher now has proper sounds, removed sound limit on explosions, and its firing animation now has a reload in it, slowing its rate of fire down to something a bit more sane for how much damage it does.
- I also expanded ColaMissiles' blast radius from 128 to 160 and scaled up the explosion sprites to look bigger.
- Missile Launcher's level 3 missiles now weave in the air.
- Heretic's Bag of Holding is now correctly replaced with a Sidewinder Rack.
- Sidewinder Racks now only increase maximum missiles by 5 instead of 10, because things like Map08 exist.
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Re: WW-Cola3 [early access][wip]

Post by dawnbreez »

A well-timed shotgun blast can deflect projectiles, apparently. This is probably because of the close-range knockback stuff. I recommend keeping this because it's cool.
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Re: WW-Cola3 [early access][wip]

Post by wildweasel »

dawnbreez wrote:A well-timed shotgun blast can deflect projectiles, apparently. This is probably because of the close-range knockback stuff. I recommend keeping this because it's cool.
I originally only added the "blast" effect because it made enemies fly off, but the second I noticed this happened, I kept it - it's the coolest "quirk" a gun can have. (Also, fun fact, in older builds, you could also deflect bullets with it, including ones you shot yourself with the other shotgun.)
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Re: WW-Cola3 [early access][wip]

Post by wildweasel »

https://drive.google.com/file/d/0B4AcTi ... sp=sharing

Hope your holiday break's been going well - a new build is uploaded.

Changes this time (to the best of my recollection):
- There is a new Smallfont, from the GBA version of Tony Hawk's Pro Skater 2, with a very mild alteration to one font glyph that took entirely too much effort to do.
- Invulnerability Spheres are replaced with cans of IRN BRU. Functionality is identical except that they can be destroyed like other powerups.
- All weapons now have pickup sprites. The Plasma Autorifle has a brand new one, and the Missile Launcher got severely redone (hacked into pieces and reassembled). I also redrew some bits of the pack of cards, so its pickup looks a bit more consistent with the others (the inventory icon remains identical to the Win16 icon though).
- Plasma Autorifle and Toothpaste Laser projectiles now have their own new sprites, which enables me to delete some sprites out of the Heretic filter directory, as well as a handful of lines of code.
- Heretic weapon replacers are now RandomSpawners that spawn their normal counterparts, since them being WeaponGivers resulted in inconsistencies, and having them directly inherit from the weapons screwed up HUD elements.
- There are now GLDEFS dynamic lights for the Autorifle, Missiles, and Toothpaste Laser.
- The trail effect for autorifle shots was revised.
- The single shotgun's reload sequence can now be interrupted with the melee button. This currently does not apply to the dual-wield.
- Added a cheesy slogan to Heretic's version of the PortaCola flask.

This mod is almost approaching a point where it can be called feature-complete. I do, however, need help with one thing: I would like for monsters to not drop missiles if the player does not have a missile launcher. I've run into some headaches trying to make this happen, though, so such functionality has not made it into the mod. If anybody is willing to look over the code and see if they can help, it is fully commented and available in ww-cola3.pk3/scripts/cola3.acs.
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Re: WW-Cola3 [early access][wip]

Post by StroggVorbis »

wildweasel wrote:Sidewinder Racks now only increase maximum missiles by 5 instead of 10, because things like Map08 exist.
I'm not 100% sure, but I believe this can be worked around by using ACS_Execute (not ACS_ExecuteAlways) to increase the maximum missile capacity. So if you pick up the 10 backpacks at once in the same tic/frame, the script will only run one time, thus raising the cap by only 10/5 missiles instead of 100/50.

EDIT:
wildweasel wrote:This mod is almost approaching a point where it can be called feature-complete. I do, however, need help with one thing: I would like for monsters to not drop missiles if the player does not have a missile launcher. I've run into some headaches trying to make this happen, though, so such functionality has not made it into the mod. If anybody is willing to look over the code and see if they can help, it is fully commented and available in ww-cola3.pk3/scripts/cola3.acs.
I think ACS is not even needed. You just create two death states for each monster, or if possible, one base monster class for inheritance. One has A_JumpIfInventory ("MissileLauncher"), the other has A_DropItem/A_SpawnItemEX ("Missile") :D
Last edited by StroggVorbis on Fri Dec 29, 2017 9:12 am, edited 2 times in total.
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Re: WW-Cola3 [early access][wip]

Post by wildweasel »

Map08 has many separate backpacks throughout the level. In the "demon room" there are 4 backpacks, which in the old system would boost capacity from 20 to 60 in just one room (with all the extra ammo that normally granted). Bit excessive.

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