Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Martinoz
Posts: 35
Joined: Thu Sep 09, 2010 6:23 am
Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP] Dusted's Pandemonia (v1.1) (v2.0 prerelease)

Post by Martinoz »

Must say, really difficult mod to play with a pistol start, these blinking Imps are a nightmare to deal with.
theroguemonk
Posts: 152
Joined: Tue Nov 05, 2019 4:58 am
Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP] Dusted's Pandemonia (v1.1) (v2.0 prerelease)

Post by theroguemonk »

eriguns is not this? with reloading?
if anyone enjoy this but want reloading like me just get ERIGUNS search in the forum
User avatar
DustedPandemonic
Posts: 54
Joined: Tue Nov 28, 2017 12:17 pm

Re: [WIP] Dusted's Pandemonia (v2.0)

Post by DustedPandemonic »

Version 2.0 has been released! Download links and changelogs are in the first post.

User avatar
Rowsol
Posts: 911
Joined: Wed Mar 06, 2013 5:31 am

Re: [WIP] Dusted's Pandemonia (v2.0)

Post by Rowsol »

Railgun and Repeater have an altfire now. They transform into a plasma rifle!
I see the nailgun no longer does insane damage to fat units. That's good.
Demon energy says +15 in chat but gives 20.
The rocket weapons could use +EXTREMEDEATH on impact. It feels wrong to dome an imp with a rocket and not see guts go flying.
Having the rifle be perfectly accurate in small bursts makes the sidegrade useless.
If you are holding fire when overcharge wears off your shots won't start filling the charge again until you let off the fire button. Also, a prompt for when you're fully charged would be helpful. Having to keep an eye on the bar is annoying.
User avatar
Alptraum
Posts: 112
Joined: Mon Apr 22, 2019 12:39 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP] Dusted's Pandemonia (v2.0)

Post by Alptraum »

Pandemonia is a fine gameplay mod. It kinda looks like Complex Doom, which isn't a bad thing at all.

But I feel like, it's being too safe. It has smooth weapon animations, sprites and such. But many players would feel like they saw its content before.

Thanks for the update tho ^^
User avatar
Captain J
 
 
Posts: 16859
Joined: Tue Oct 02, 2012 2:20 am
Location: A Year old Pizza Box

Re: [WIP] Dusted's Pandemonia (v2.0)

Post by Captain J »

Yeah, it does look like complex doom, but works completely different: You can repair weapons dropped from certain enemies and upgrade your weapons even. Some changes like new enemy replacement is really great and had fun time playing with them. And my, Heliacal Arkh is certainly a no joke!

Oh, and here's some feedback. I played version 2.0:
- Chainsaw's idle sound effect goes a little longer when i put down the Chainsaw.

- So i picked up the Upgrade kit for some weapons like Plasma Rifle. I guess it's upgraded now, but not visually. Probably putting some extra icon to show would be less confusing.

- Bullet and Shell casings play their bouncing sound, after being spawned from the weapon. Just an air is what they're hitting.

- When i reload the Auto Shotgun, it completely fills up the magazine despite you have insufficient amount of shells.

- Plasma Repeater and Railgun turns into a Plasma Rifle if i press Alt-Fire key.

- Speaking of Heliacal Arkh, the primary projectile instantly explodes if there's a wall behind you. BFG never does that, though.

- I would like to see more Durability Weapons. Just having Rotary Chaingun and Heliacal Arkh is just not enough, if you ask me!

Very awesome gameplay mod, i say! Looking forward to the update!
User avatar
DustedPandemonic
Posts: 54
Joined: Tue Nov 28, 2017 12:17 pm

Re: [WIP] Dusted's Pandemonia (v2.0.1)

Post by DustedPandemonic »

Version 2.0.1 has been released with some tweaks and bugfixes, changelog and download as always is in the first post!
Talon1024
 
 
Posts: 363
Joined: Mon Jun 27, 2016 7:26 pm
Graphics Processor: nVidia with Vulkan support

Re: [WIP] Dusted's Pandemonia (v2.0.1)

Post by Talon1024 »

There were some bugs I noticed in the previous version of this when I was doing a playthrough of Doom 2 Reloaded with this mod. I don't know whether you fixed them or not, but:
  • Items bleed if they are hit by the nailgun.
  • If you leave the level with an overcharged plasma rifle, the plasma rifle remains overcharged for the rest of the game. As in, your plasma rifle will fire red bolts for the rest of the game as long as the overcharge sidegrade is equipped. Toggling the overcharge sidegrade off doesn't stop the plasma rifle from firing red bolts.
User avatar
Rowsol
Posts: 911
Joined: Wed Mar 06, 2013 5:31 am

Re: [WIP] Dusted's Pandemonia (v2.0)

Post by Rowsol »

Rowsol wrote:If you are holding fire when overcharge wears off your shots won't start filling the charge again until you let off the fire button.
It's still there..
User avatar
DustedPandemonic
Posts: 54
Joined: Tue Nov 28, 2017 12:17 pm

Re: [WIP] Dusted's Pandemonia (v2.0.1)

Post by DustedPandemonic »

Agh, I knew I'd forget a few bugs, I'll have another bugfix release within the next week or so.
Rowsol wrote:
Rowsol wrote:If you are holding fire when overcharge wears off your shots won't start filling the charge again until you let off the fire button.
It's still there..
Strangely enough it seems to work perfectly fine for me, maybe an issue with different GZDoom versions? I personally recommend 4.3.3.
User avatar
ate0ate
Posts: 61
Joined: Sun Jun 24, 2018 10:09 pm

Re: [WIP] Dusted's Pandemonia (v2.0.1)

Post by ate0ate »

Overcharge is working for me as well using yesterday's dev build of GZDoom. Once the effect wears off the bar begins to refill again without having to cease firing.

Unrelated, but I have one small criticism regarding the Super Weps, their ammo usage. Logically I get the ammo requirement, but gameplay-wise, when in conjunction with the already limiting durability gauge I cannot say that I am a huge fan of it. I find it to really deter my using the super weapons in certain situations, especially when playing map sets I am unfamiliar with. Ammo in general tends to be a little tighter in Pandemonia due to the increased health of many monster variants, which is fine, but it does make the player a bit reluctant to use the streetsweeper in a surprise ambush on an unfamiliar map while shells are running low. I get that bigger guns use large amounts of ammo to balance them out and prevent over use, but the durability system itself kinda makes that unnecessary here. Also, dropping the ammo usage would allow for the possibility of more atypical super weapons to be made without having to create an entirely new ammo type. Just a thought. Either way, beautiful work here. A lot of polish and passion. I thank you for your time spent on it.
User avatar
Rowsol
Posts: 911
Joined: Wed Mar 06, 2013 5:31 am

Re: [WIP] Dusted's Pandemonia (v2.0.1)

Post by Rowsol »

DustedPandemonic wrote:
Rowsol wrote:
Rowsol wrote:If you are holding fire when overcharge wears off your shots won't start filling the charge again until you let off the fire button.
It's still there..
Strangely enough it seems to work perfectly fine for me, maybe an issue with different GZDoom versions? I personally recommend 4.3.3.
Using 4.3.3, here's a video showing the problem. Newest version, no other mods. https://youtu.be/ZIZz1cp5WuY

I was just playing 25 years on earth and on map30 I encountered this strange bug. https://youtu.be/1eOX88IoxRo
User avatar
ate0ate
Posts: 61
Joined: Sun Jun 24, 2018 10:09 pm

Re: [WIP] Dusted's Pandemonia (v2.0.1)

Post by ate0ate »

Rowsol wrote:I was just playing 25 years on earth and on map30 I encountered this strange bug. https://youtu.be/1eOX88IoxRo
I'm so glad you posted this! I thought I was losing my mind. I've been playing Pandemonia on numerous wads for a little while now and I only just ran into the invisible Tankubus issue. I haven't been able to predictably trigger it to happen again to get video of it. Its quite the bug lol. Rare, seemingly, but quite annoying when it does happen.
User avatar
DustedPandemonic
Posts: 54
Joined: Tue Nov 28, 2017 12:17 pm

Re: [WIP] Dusted's Pandemonia (v2.0.1)

Post by DustedPandemonic »

ate0ate wrote:
Rowsol wrote:I was just playing 25 years on earth and on map30 I encountered this strange bug. https://youtu.be/1eOX88IoxRo
I'm so glad you posted this! I thought I was losing my mind. I've been playing Pandemonia on numerous wads for a little while now and I only just ran into the invisible Tankubus issue. I haven't been able to predictably trigger it to happen again to get video of it. Its quite the bug lol. Rare, seemingly, but quite annoying when it does happen.
lol, turns out the phantom Tankubus is caused by it being on a moving platform before it wakes up. It can make it fully invisible, only the top half showing, or the two parts being split from each other. Found what caused it though, and with the power of ZScript, hopefully fixed any other issues it had.
Daguer
Posts: 2
Joined: Tue Jun 09, 2020 12:10 pm

Re: [WIP] Dusted's Pandemonia (v2.0.1)

Post by Daguer »

Do you think it would be possible to have a zoom for the railgun?
also does the weapons standalone would get a release like the monsterpack?

I love the mod ! and and want to test with different monsterpack / weapons pack to see how it would play out :D

Return to “Gameplay Mods”