Considering the mod also has Grease Guns, I'd say "weird west" is a better way to describe it. It's not supposed to be historically accurate.robocop wrote:I saw an early video where the drifter threw grenades. Wouldn't TNT ala BLOOD be more thematically appropriate?
High Noon Drifter v1.2 - Between God, the Devil, and a .500
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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.
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wildweasel
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Re: High Noon Drifter v1 - Oops, I slipped.
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Cryomundus
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Re: High Noon Drifter v1 - Oops, I slipped.
Okay, so this time I've found an actual bug. A really, REALLY useful bug, but still a bug.
So, with the Gate of Anthrakia, if you press reload you unleash a stream of fire that falls to the ground. Well, it turns out that if you tap reload just once, you get 1 flame, for free. If you wait for the staff to go back to normal, aka carrying it diagonally, you can tap reload again to get 1 free flame.
Now comes the fun bit. If you tap reload and then immediately hit alt-fire, you can do the tap reload trick again and again and again, at a reasonably fast rate, and it costs NOTHING.
I really like the whole flame trail thing, but this is super easy to abuse.
So, with the Gate of Anthrakia, if you press reload you unleash a stream of fire that falls to the ground. Well, it turns out that if you tap reload just once, you get 1 flame, for free. If you wait for the staff to go back to normal, aka carrying it diagonally, you can tap reload again to get 1 free flame.
Now comes the fun bit. If you tap reload and then immediately hit alt-fire, you can do the tap reload trick again and again and again, at a reasonably fast rate, and it costs NOTHING.
I really like the whole flame trail thing, but this is super easy to abuse.
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TerminusEst13
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Re: High Noon Drifter v1 - Oops, I slipped.
Yeah, a couple people have been talking about how difficult the bow is to reach on the keyboard. I'm mainly a mousescroll-weapon-swap kind of player, so I keep forgetting about that. I'll change it to 8, or might even change it to 1.xenoxols wrote:A more easily fixable problem is that the bow is on 0 while there are no slot 8 or 9 weapons. You should change it to 8.
Aahhhhh, you're going to make me blush! Thank you very much.Baratus wrote:Term, I can't tell you how much fun and enjoyment I've gotten out of this mod. [...]
Yeah, like Overlord said, this is GZDoom's fault. The newer devbuilds of GZDoom disable modifications of the options menu.Gideon020 wrote:Primary complaint so far is that it's impossible to access the options for custom monsters like Bratwurst or gameplay modifiers like Legendoom Lite.
Come the next stable release, depending on whether monster mods move their options to the main menu or make use of AddOptionMenu, I'll prolly have to adjust things down the line. But for now I can only apologize for the inconvenience.
Yeah, as Weasel said, historical authenticity isn't really a goal here. This is very much weird west/low tech, moreso than straight-up cowboy, and I felt grenades fit that better. Though I might be biased, since I rather like grenades. Grenades are cool.robocop wrote:I saw an early video where the drifter threw grenades. Wouldn't TNT ala BLOOD be more thematically appropriate?
If you're really hankering for TNT, I'd suggest xenoxols' Gunslinger mod, which does Blood-style dynamite very nicely. It's fun to huck around! Plus, it's got a really cool set of custom enemies.
Thaaaat's extremely easy to abuse, yes. Damn. All right, thanks very much for letting me know!Cryomundus wrote:So, with the Gate of Anthrakia, if you press reload you unleash a stream of fire that falls to the ground. Well, it turns out that if you tap reload just once, you get 1 flame, for free. If you wait for the staff to go back to normal, aka carrying it diagonally, you can tap reload again to get 1 free flame.
Now comes the fun bit. If you tap reload and then immediately hit alt-fire, you can do the tap reload trick again and again and again, at a reasonably fast rate, and it costs NOTHING.
I'll have to experiment a bit with how to fix this...
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hornbuckle0wns
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Re: High Noon Drifter v1 - Oops, I slipped.
I'll leave a very short review, as it is 1:30 AM right now.
Awesome. Super fun. Whip really changes up gameplay and how you view enemy threats. Weapons are all usable and enjoyable, except the staff is a bit boring, no reload or cooldown so I just hold down fire til stuff is dead. Can be viewed as a plus or con, the player feels quite fragile. Playing this with colorful hell is a real bitch. BFG has 3 different uses, all of which are super awesome. The zscript vision changes all look pretty cool, a bonus cvar to always have shadow mode on (with optional whispering) would be nice. Desperately needs cowboy monster pack, and megawad. And finally, akimbo revolvers so I can be a real cowboy the whole time (or some sort of dedicated mode where you only ever have dual revolvers idk).
Awesome. Super fun. Whip really changes up gameplay and how you view enemy threats. Weapons are all usable and enjoyable, except the staff is a bit boring, no reload or cooldown so I just hold down fire til stuff is dead. Can be viewed as a plus or con, the player feels quite fragile. Playing this with colorful hell is a real bitch. BFG has 3 different uses, all of which are super awesome. The zscript vision changes all look pretty cool, a bonus cvar to always have shadow mode on (with optional whispering) would be nice. Desperately needs cowboy monster pack, and megawad. And finally, akimbo revolvers so I can be a real cowboy the whole time (or some sort of dedicated mode where you only ever have dual revolvers idk).
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namsan
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Re: High Noon Drifter v1 - Oops, I slipped.
I love this mod so much.
Every weapons are satisfying to use!
Especially whips. Dominating revenants with whips makes me really happy. I don't have to evade their missiles anymore!
Suggestion:
If this mod had option that Montaraz 1889 can gib monsters with point-blank shot, Like Smooth doom's SSG...
It would be perfect.
Every weapons are satisfying to use!
Especially whips. Dominating revenants with whips makes me really happy. I don't have to evade their missiles anymore!
Suggestion:
If this mod had option that Montaraz 1889 can gib monsters with point-blank shot, Like Smooth doom's SSG...
It would be perfect.
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Asenji
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Re: High Noon Drifter v1 - Oops, I slipped.
Term I love this mod, simply put. The thematically-fitting tight weapons, whip, grenades and summoning Basillisa are just oh so fun to use. Like others have posted here, the SSG replacement is really cool, too. Only problem I have is throwing the hat alarms monsters on the map which I'm not sure is or isn't intentional. But yeah love it and keep at it, dude.
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Overlord
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Re: High Noon Drifter v1 - Oops, I slipped.
the hat is supposed to be used as a baitAsenji wrote:Term I love this mod, simply put. The thematically-fitting tight weapons, whip, grenades and summoning Basillisa are just oh so fun to use. Like others have posted here, the SSG replacement is really cool, too. Only problem I have is throwing the hat alarms monsters on the map which I'm not sure is or isn't intentional. But yeah love it and keep at it, dude.
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Gorec
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Re: High Noon Drifter v1 - Oops, I slipped.
maybe im the only one but if i use altfire for staff on medium-big map it will make 5 fps im using gzdoom 3.1
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DoomRater
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Re: High Noon Drifter v1 - Oops, I slipped.
Playing with this for several days. I gotta say, it really feels like all lower tier weapons are way too powerful. I can tear through things with the boomerang to the point I can 1v1 anything using just two boomerangs. Hell knights drop in half a dozen hits. The Archvile is the only tricky one and he becomes little more than a nuisance once you bullwhip him to death. It really discourages me from trying anything else, even though they might be more powerful weapons in the long run.
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hideousdestructor
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Re: High Noon Drifter v1 - Oops, I slipped.
I agree with DoomRater's assesment of relative power though I thought it was more a feature than a bug - I've always been a fan of a relatively flat weapon progression that lets your starters stay relevant well into the late game.
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TerminusEst13
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Re: High Noon Drifter v1 - Oops, I slipped.
Thank you! A dual revolver mode might be interesting, but it depends entirely on sprites and if they come together well. I'll ask Captain J if he'd be willing to do some extra sprites of the revolver firing while angled.hornbuckle0wns wrote:The zscript vision changes all look pretty cool, a bonus cvar to always have shadow mode on (with optional whispering) would be nice. Desperately needs cowboy monster pack, and megawad. And finally, akimbo revolvers so I can be a real cowboy the whole time (or some sort of dedicated mode where you only ever have dual revolvers idk).
Thank you! I've added this. In the next build, the quad-shot will always XDeath enemies at close range.namsan wrote:Suggestion: If this mod had option that Montaraz 1889 can gib monsters with point-blank shot, Like Smooth doom's SSG... It would be perfect.
I don't know if it'll work with Smooth Doom, last I checked Smooth Doom uses GibDeath instead of XDeath for monsters. But it works fine with Ketchup, Nashgore, and other XDeath-based monster deaths.
Intentional! If you throw the hat and it alerts the monster, the monster targets the hat.Asenji wrote:Term I love this mod, simply put. The thematically-fitting tight weapons, whip, grenades and summoning Basillisa are just oh so fun to use. Like others have posted here, the SSG replacement is really cool, too. Only problem I have is throwing the hat alarms monsters on the map which I'm not sure is or isn't intentional. But yeah love it and keep at it, dude.
This doesn't work if the hat actually hits, mind, but rather grazes the monster. If it hits, the monster targets the player instead--I'm still playing around with this.
Either way, thank you!
You're not the only one--the alt-fire for the staff is something I'm not really 100% on. It likes to wonk people's computers and the utility is incredibly iffy. I really want to rework it into a separate attack, but I'm not sure what would be suitable for it.Gorec wrote:maybe im the only one but if i use altfire for staff on medium-big map it will make 5 fps im using gzdoom 3.1
DoomRater wrote:Playing with this for several days. I gotta say, it really feels like all lower tier weapons are way too powerful.
I agree, I'm definitely fond of a more flat progression system, too. But I do think some weapons could use with a touch of rebalancing, especially in watching some other people play on YouTube and Twitch--the SMGs are absolutely insane. Likewise, considering you can get up to nine boomerangs, they could use with a very minor damage reduction in case of spamming.Vaecrius wrote:I agree with DoomRater's assesment of relative power though I thought it was more a feature than a bug - I've always been a fan of a relatively flat weapon progression that lets your starters stay relevant well into the late game.
I won't be changing too much in terms of damage values, so I think a lot of people will still be relying on the same tactics and gameplay styles. But I'd like things to be just a bit more even instead of "use primarily the SMGs and boomerangs".
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Captain J
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Re: High Noon Drifter v1 - Oops, I slipped.
I see. Since the damage won't gonna change, selecting and using various weapons often might be helpful to make the gameplay challenging.
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DoomRater
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Re: High Noon Drifter v1 - Oops, I slipped.
Boomerangs already let you play quite defensively, seeing as they block incoming damage while dealing damage. See 1943's "shotgun" powerup weapon as an example of how well that goes over in a shmup.
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Captain J
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Re: High Noon Drifter v1 - Oops, I slipped.
Still changing into different weapons to keeping your advantage in any situations are worthwhile. Also, hear the glorious random weapon firing sound effects. 
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TerminusEst13
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Re: High Noon Drifter v1 - Oops, I slipped.
They'll change. I said they just won't change too much, i.e. the SMGs or boomerangs aren't suddenly gonna have their output halved.Captain J wrote:I see. Since the damage won't gonna change, selecting and using various weapons often might be helpful to make the gameplay challenging.