High Noon Drifter v1.2 - Between God, the Devil, and a .500

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DBThanatos
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Re: High Noon Drifter v1 - Oops, I slipped.

Post by DBThanatos »

Well, i just gave this a spin, and it's definitely very fun.

Tested it in my usual testing scenario: Doom2 map01-map08, no cheats.

The weapons feel really good. Nice sounds to go with them. Loved the main "pistol", especially on the "quick tap" animation. The hat detail in the HUD gave it extra points (although, to be fair, as a hat guy myself, i can attest that a hat limits the vision much more than that :P ). Weapon progression was pretty good, although the double "chaingun" (dont remember the name here) seemed a bit overkill, considering how easy it was to acquire. The plasma equivalent, blocked my vision too much and being ripper projectiles (i think) they seemed to mow down crowds much easier than regular plasma would, although, i believe their range is limited so that kinda balances it out; but not enough IMO. The BFG replacement was definitely interesting, but i felt that using the "plasma rifle" was a better investment on my ammo.

I didnt like however, the non-restoring pitch. I do play with mouselook, but having to constantly adjust my aim was just frustrating; was this done on purpose? The grenades also, are rather uncontrollable. They just fly and bounce like crazy. I think a "charge" system where "the longer you hold it, the farther/faster it will go" would be great here. In map08, in the pinky room where the bfg is, i was throwing them at the floor to bounce and hit pinkies on the foot, and instead, the grenades bounced too much and ended going everywhere but where I wanted them to.

Also, bonus points for not requiring devbuilds, tested it in gzdoom 3.1 :D

Sorry if this stuff has been brought up before, but i didnt read this thread.

Great mod. And the music was a great touch too.
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namsan
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Re: High Noon Drifter v1 - Oops, I slipped.

Post by namsan »

I didnt like however, the non-restoring pitch.
You can turn off that feature at Mod Option.
Check "camera recoil"
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DBThanatos
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Re: High Noon Drifter v1 - Oops, I slipped.

Post by DBThanatos »

Thanks. I might be nitpicking here, but sadly, that option completely disables the recoil. The recoil itself, i like it, but I just wish it actually went back to it's original position as mentioned in this thread
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Gollgagh
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Re: High Noon Drifter v1 - Oops, I slipped.

Post by Gollgagh »

DBThanatos wrote: The BFG replacement was definitely interesting, but i felt that using the "plasma rifle" was a better investment on my ammo.
Did you try "activate item"?
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Irrevenant
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Re: High Noon Drifter v1 - Oops, I slipped.

Post by Irrevenant »

Regarding lower-tier weapon strength, if anything, I feel like the Thunderhawk could maybe be a teensy bit stronger. Shotgunguys take 1-3 shots. Imps take 2-4. One for standard Zombiemen feels right. Three for Shotgunguy seems like too much. Although it having infinite ammo kinda takes the wind out of my sails here.


And I really love the staff's alt-fire. If something or a bunch of somethings are in your face, it'll send them back and keep them from getting closer. It actually might be too good. It chews right through enemy health with minimal ammo cost. If you corner a Cyberdemon with fire walls he will die in around ten seconds.
submerge
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Re: High Noon Drifter v1 - Oops, I slipped.

Post by submerge »

I love this mod, and feel it works well with Urania, too.
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phantombeta
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Re: High Noon Drifter v1 - Oops, I slipped.

Post by phantombeta »

@Term
TerminusEst13 wrote:
Deii wrote:Hm, not sure why exactly this is happening but whenever I pick up a mask of shadows my whole screen goes black. Already updated to the latest devbuild and it still happens. Haven't quite had the chance to figure out if it's some rendering option I have on my end.
I'm not sure what's causing this. Someone else reported it and we compared .inis, looked at rendering options, and etc, but we couldn't figure out what's going on with it.
Still, I came up with an alternative that takes care of it until I figure it out. In the Optimization section in Mod Options, please turn Vision Effects to "Off".
How are you doing that effect?
It only gives a black screen on the OpenGL2 renderer. If you use the modern/OpenGL3 renderer it works fine. You can see this yourself by lauching GZDoom with "-glversion 2" in the command line.
Of course, that might mean it's not fixable at all, depending on how the effect works. (If it's a shader or something it'll most definitely NEVER work)
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TFP
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Re: High Noon Drifter v1 - Oops, I slipped.

Post by TFP »

Been playing this mod for a bit and i gotta say, it's been pretty damn cool. Love the feel of the weapons and love the character designs of the drifter and his demoness summon as well. The only gripe I have so far is when leaving it paused and out of focus for a bit will cause GZDoom to crash and make me have to end it via taskmanager. Unsure if this is just my version or something else but yeah, that's all I gotta say for now. Keep on making kickass mods.
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Dr_Cosmobyte
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Re: High Noon Drifter v1 - Oops, I slipped.

Post by Dr_Cosmobyte »

ICARUSLIV3S just made a video about it, hope nobody posted it before.

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DoomRater
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Re: High Noon Drifter v1 - Oops, I slipped.

Post by DoomRater »

I'm surprised he missed so much of the mod this time around!
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Dr_Cosmobyte
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Re: High Noon Drifter v1 - Oops, I slipped.

Post by Dr_Cosmobyte »

Yeah, he didn't knew he could transform into a demon, or that he could use the boomerang to pickup items :/
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Captain J
 
 
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Re: High Noon Drifter v1 - Oops, I slipped.

Post by Captain J »

Hope he already realized that as HELL! :P

Anyway glad it's getting noticed a lot.
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twinkieman93
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Re: High Noon Drifter v1 - Oops, I slipped.

Post by twinkieman93 »

The commenters already roasted him about it, hah. I don't watch a lot of his reviews(by the time he gets around to mods I've already played them, usually), but I appreciate the spotlight he shines on stuff. A good man.

As for the mod itself, I love everything about it. I'll keep it brief to avoid just echoing the peanut gallery too hard but everything looks, feels, and performs great(especially everyone's new waifu, ohohoho~). I do think it'd be cool if the bow had its zoom function on... well, zoom, and that something more fun was on reload. Dunno what. Multiarrow, maybe? Nock three arrows at once and let 'em rip. People have suggested grenade arrows but as you've pointed out oh so many times that'd be a little redundant.

Speaking of nades, while I like the general idea of DBT's suggestion, slowing down the nade's RoF via a charge mechanic if you want maximum lob distance sounds lame. I think it'd be better to use the zoom key for... I dunno, rolling a nade? Softballing it? Some kind of not-full-force-chuckin' attack for more delicate nade placement like DBT wants. It would be cool to be a bit more cheeky with the nades rather than being Fastball McGee 24/7.
Decepticon00500
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Re: High Noon Drifter v1 - Oops, I slipped.

Post by Decepticon00500 »

I'm having a problem, when I launch the mod with gzdoom it will fail and say:
Execution could not continue.

No player classes defined

please help me!
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Gollgagh
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Re: High Noon Drifter v1 - Oops, I slipped.

Post by Gollgagh »

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