Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)

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Darkboy
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Re: Metroid Dreadnought Overhaul - 1.5c Release! (5/25/19)

Post by Darkboy »

I think found a small issue with the Varia suit. For one level the slime damage is nullified, but it only seems to work for THAT level. The levels I played after that the slime still damaged me. Another possible issue I've found is that also during that level, you become immune to the Imps fireballs. Though I'm not sure if that's actually unintentional
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R4L
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Re: Metroid Dreadnought Overhaul - 1.5c Release! (5/25/19)

Post by R4L »

Hmm, I'll have to look into it. I might have not made it a hub power up. I'll see if I can reproduce the fireball stuff too
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R4L
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Re: Metroid Dreadnought Overhaul - 1.5c Release! (5/25/19)

Post by R4L »

Darkboy wrote:I think found a small issue with the Varia suit. For one level the slime damage is nullified, but it only seems to work for THAT level. The levels I played after that the slime still damaged me. Another possible issue I've found is that also during that level, you become immune to the Imps fireballs. Though I'm not sure if that's actually unintentional
Varia Suit is fixed. I forgot to add PERSISTENTPOWER flag. Link is updated in the first post.

As for Imps fireballs, I couldn't replicate the same issue. At first, there was a bug I introduced where if you had a raw energy shield and you morphed, you would be impervious to almost any projectile, but I've squashed that a while ago during the HUD update AFAIK (It hasn't happened since then). Are you running Dreadnought with any monster mods?
Darkboy
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Re: Metroid Dreadnought Overhaul - 1.5c Release! (6/9/19)

Post by Darkboy »

I've only ever really used Beautiful Doom and the Horror Entities mod in with Dreadnought
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R4L
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Re: Metroid Dreadnought Overhaul - 1.5c Release! (6/9/19)

Post by R4L »

Okay, I'll give those a try and see. Thanks for the heads up.
Darkboy
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Re: Metroid Dreadnought Overhaul - 1.5c Release! (6/9/19)

Post by Darkboy »

No problem.
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Re: Metroid Dreadnought Overhaul - 1.5c Release! (6/9/19)

Post by R4L »

Small update: I've changed some things in my CTF map.

- Speed Booster has been removed (it doesn't function in MP anyway)
- Since SOMEONE went and somehow picked up a power bomb tank (cough Shine cough) I've removed those and super missile tanks and replaced them with cute Metroids I stole from CrazyWazy lol
- Moved Space Jump to both team bases, moved Ice Beam
- Changed the music to something more thrilling

Link in first post is updated with the latest release of the map.
Spoiler: Images
Darkboy wrote:I think found a small issue with the Varia suit. For one level the slime damage is nullified, but it only seems to work for THAT level. The levels I played after that the slime still damaged me. Another possible issue I've found is that also during that level, you become immune to the Imps fireballs. Though I'm not sure if that's actually unintentional
I've tested a bit with Horror Entities and can confirm everything works as intended. I'm not sure how you ran this with Beautiful Doom... unless you've used an older version?
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Re: Metroid Dreadnought Overhaul - 1.5c Release! (6/9/19)

Post by Darkboy »

It might have been me using an old version of Beautiful Doom. I updated that (and disabled the monsters part of the mod) and now the imps seem to work as they should. Super sorry for wasting your time on that one
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Re: Metroid Dreadnought Overhaul - 1.5c Release! (6/9/19)

Post by R4L »

Darkboy wrote:It might have been me using an old version of Beautiful Doom. I updated that (and disabled the monsters part of the mod) and now the imps seem to work as they should. Super sorry for wasting your time on that one
Not a problem! That's what I'm here for! 8-)

Besides, knowing what mods work and won't work with Dreadnought is great.
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Re: Metroid Dreadnought Overhaul - 1.5c Release! (6/9/19)

Post by Darkboy »

Oh. Alright. Well, I've also had some issues with certain monster mods such as left 4 doom, as it just gives me the normal doom enemies. This is also noticable with the Zombies Extreme Epidemic Edition mod (Which works mostly fine with La Tailor Girl) where I am often slaughtered by cyberdemons when they should be nowhere in sight... on the first map. I can only assume the space pirate replacements for Doom 2's Wolfenstein level is the cause, but I don't quite know. Is there anyway to fix this?
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Re: Metroid Dreadnought Overhaul - 1.5c Release! (6/9/19)

Post by R4L »

Are you using a launcher to run mods? Also, first map as in Doom 2, or in Zombies?
Darkboy
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Re: Metroid Dreadnought Overhaul - 1.5c Release! (6/9/19)

Post by Darkboy »

Yes. ZDL. As for the second question, Zombies. What should be cops are zombiemen, and what should be "Friendly guys" as a few target mods call them are cyberdemons. Doom 2 has no such effect. I just get the normal Doom enemies, even if I have Left For Doom installed and higher priority than Dreadnought
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Re: Metroid Dreadnought Overhaul - 1.5c Release! (8/8/19)

Post by R4L »

Update at first post! See changelog for changes, and here's some eye candy for the HUD:

https://imgur.com/gallery/mmNqfca
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Re: Metroid Dreadnought Overhaul - 1.5c Release! (8/8/19)

Post by thedeathrunner123 »

What's the progress on the screw attack?
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Re: Metroid Dreadnought Overhaul - 1.5c Release! (8/8/19)

Post by R4L »

thedeathrunner123 wrote:What's the progress on the screw attack?
Nothing yet, but I do have progress on a Zandronum port!

Yeah yeah I know, Dreadnought originally lived on Zan, but this time I want to incorporate new classes, maybe in the form of Hunters to play as.

My focus for GZDoom is to now figure out better beams, and man what a struggle that's been. I think it's best to do that first before I try adding more abilities.

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