The Arcane Wanderer - Updated 05/12/19
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.
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.
-
- Posts: 2837
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
Re: The Arcane Wanderer - Updated 05/12/19
Thanks for the feedback, i'll work some of those things and a bit more in the next weeks =)
-
- Posts: 152
- Joined: Tue Nov 05, 2019 4:58 am
- Graphics Processor: nVidia (Modern GZDoom)
Re: The Arcane Wanderer - Updated 05/12/19
the pistol should be wider .. it feels off... and i think it is ruining the experience... because in my personal opinion the gun feels very flatt. and in reloading its too long.
am i wrong?
am i wrong?
-
- Posts: 28
- Joined: Fri Sep 07, 2018 9:55 pm
Re: The Arcane Wanderer - Updated 05/12/19
A recommendation of the compatibility range of zdoom source ports, if any, on the OP would be nice...
-
- Posts: 2837
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
Re: The Arcane Wanderer - Updated 05/12/19
I've thought that in the beginning but if you watch some videos about that pistol, you'll see the size is proper =)theroguemonk wrote:the pistol should be wider .. it feels off... and i think it is ruining the experience... because in my personal opinion the gun feels very flatt. and in reloading its too long.
am i wrong?
Sorry bro, indeed i should specify this mod isn't compatible with Zandronum, because of some commands.Clifford21 wrote:A recommendation of the compatibility range of zdoom source ports, if any, on the OP would be nice...
If possible, maybe i can upload a build which is compatible with Zandronum or even adapt it for more plataforms, but i highly doubt that's possible, unless i nerf some magic.
=)
-
- Posts: 28
- Joined: Fri Sep 07, 2018 9:55 pm
Re: The Arcane Wanderer - Updated 05/12/19
Never mind.GAA1992 wrote:
Sorry bro, indeed i should specify this mod isn't compatible with Zandronum, because of some commands.
If possible, maybe i can upload a build which is compatible with Zandronum or even adapt it for more plataforms, but i highly doubt that's possible, unless i nerf some magic.
=)
Lol. You don't really need to do some extra hard work hindering your development progress, simply because of my curious enquiry.
Would you mind giving a bit more details on the range of GZDoom version supported by this mod?
For example, your Kriegsland II mod supports GZDoom 3.2+.
With that info, I can make a better guess on which mods can be run along with your mod.
Edited: tested with earlier builds of GZDoom, it works fine. Great to play with other mini-QOL mods.
Satisfactory weapon & reload sound, smooth animation, well-informed in-game message, easy-to-read hud, excellent work!
I think the sound of Mosin-Nagant rifle is too loud compared to the others. It is for realistic purpose, may be?
Also, why is the Mosin-Nagant rifle so inaccurate at longer range, that's definitely not realistic... I thought it was a SSG replacement, and ended up using it like a mid-range weapon....
Such issue can be solved if there is a "toggle mediate" key, when it's pressed, the mediation process is performed automatically until either of the following happens:Fureyon wrote: -The meditation feels good, I foresee it could become a bit annoying to hold a key for longer periods of time when your mana gets up there, but I also believe that is intentional as you still got the mana pickups.
a) mana fully recharges
b) player moves, shoots or casts spell
c) when the same key is pressed again
Last edited by Clifford21 on Mon Dec 16, 2019 11:39 pm, edited 5 times in total.
-
- Posts: 152
- Joined: Tue Nov 05, 2019 4:58 am
- Graphics Processor: nVidia (Modern GZDoom)
Re: The Arcane Wanderer - Updated 05/12/19
the pistol rubs me the wrong way .. i cant really feel the snappy ness in this as in your other mods... you knwo your pistols have always been my favourite but this one is so strange..
-
- Posts: 140
- Joined: Fri Feb 10, 2017 2:09 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: The Arcane Wanderer - Updated 05/12/19
Yet... No shotguns? (I know this is a mainly Hollywood stuff, but it's still Doom).
-
- Posts: 2837
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
Re: The Arcane Wanderer - Updated 05/12/19
The first build had an Browning Auto-5 as an automatic shotgun, but when i introduced the RPK as the Super Shotgun replacement, i felt i needed something to share the same caliber =)
-
- Posts: 109
- Joined: Fri Feb 14, 2020 11:07 am
- Location: Colombia
Re: The Arcane Wanderer - Updated 05/12/19
I downloaded Yesterday the mod and I had fun with it. Is interesting that you not become ridicolously overpowered with the pure ofensive spells, but you need to rely on the support ones, specially on the iron spells to do the most damage per ammo consumption. Its something that makes the difference with other spell-weapon mods. And even its challenging instead of being full op.
As a sugestions for the spell uses, it would be nice to have extra signals when you apply some buffs of different amulets. Some are recognizable like the light balance from the fire amulet, the flying eff of the wind and the hazard protection for the earth one, but other effs like Iron and flesh are barely noticeable and you need to guess how many seconds you have. It would be nice to have Icons of the effect you're using with a countdown, or at least with other colours filters on the screen.
Im not sure if there's a limit of the maximun Mana you can have (I have like 625 mana on a Doom core Playthrought in map 13), but it would be interesting if the regen speed of meditation increases everytime you reach certain amount of maximun mana, and even limiting the player to have limit of the times you can get max mana.
Edit: I see that you reach a limit on 900 mana. Still it would be interesting if after getting certain amounts of Maximum mana the charging rate from meditation gets increased to make a little bit faster the charging amount.
Finally, I think the healthbar needs to change on the same way your mana bar changes when you get extra HP, because the bar fills only when you reach 100 HP even if you got 200 base HP.
But in general is an incredible work and Im surprised that you managed to have all of those details on the custom weapons and Items and even with custom screens. In a file that weight less than 5 mb.

Pd: Can you sugest some mods that changes enemies to something that would fit better with The Arcane wanderer, it would be interesting.
As a sugestions for the spell uses, it would be nice to have extra signals when you apply some buffs of different amulets. Some are recognizable like the light balance from the fire amulet, the flying eff of the wind and the hazard protection for the earth one, but other effs like Iron and flesh are barely noticeable and you need to guess how many seconds you have. It would be nice to have Icons of the effect you're using with a countdown, or at least with other colours filters on the screen.
Im not sure if there's a limit of the maximun Mana you can have (I have like 625 mana on a Doom core Playthrought in map 13), but it would be interesting if the regen speed of meditation increases everytime you reach certain amount of maximun mana, and even limiting the player to have limit of the times you can get max mana.
Edit: I see that you reach a limit on 900 mana. Still it would be interesting if after getting certain amounts of Maximum mana the charging rate from meditation gets increased to make a little bit faster the charging amount.
Finally, I think the healthbar needs to change on the same way your mana bar changes when you get extra HP, because the bar fills only when you reach 100 HP even if you got 200 base HP.
But in general is an incredible work and Im surprised that you managed to have all of those details on the custom weapons and Items and even with custom screens. In a file that weight less than 5 mb.


Pd: Can you sugest some mods that changes enemies to something that would fit better with The Arcane wanderer, it would be interesting.
-
- Posts: 9
- Joined: Sat Dec 21, 2019 10:15 pm
Re: The Arcane Wanderer - Updated 05/12/19
I know this is an older mod and i do nott know if you are willing to do any additional work on it, but i have ran into a weird bug i noticed upon using the most recent version. I am running the mod by itself, the most recent version available to download alongside a vanilla level set(10sectors, i dont think it had anything that could affect how the mod works). Whenever i pick up an mana increase item, the value on the hud increases, but not the max amount of mana it actually lets me have(Example: going from 50 mana to 75, i can still only have 50 mana). However, upon picking up a second one, i get the value the first one showed(shows 100, able to actually have 75).
-
- Posts: 2837
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
Re: The Arcane Wanderer - Updated 05/12/19
Thanks a lot for your feedback and i am glad you like it!Someonewhoplaysdoom wrote:Pd: Can you sugest some mods that changes enemies to something that would fit better with The Arcane wanderer, it would be interesting.
There isn't too much that comes to my mind when thinking about "Magical stuff", but i believe Heretical Doom monsters are a good idea

First of all, thanks for playing! And blame the Doom wiki for thathaxray wrote:Old mana bug

I copied the "Stackable backpack" ACS and coding straight from there and this bug is present in Kriegsland as well. So the bad news is that i can't solve it. The good news is that i always come back to my mods somehow, so this one might have some love in the future, i had a lot of fun making it

-
- Posts: 9
- Joined: Sat Dec 21, 2019 10:15 pm
Re: The Arcane Wanderer - Updated 05/12/19
That sucks, but its not a deal breaker by any means. Im currently having a lot of fun with the mod. The guns feel and sound great to use, and having the same ammo used for both the rifle and the heavy machine gun grew me as i played around more with the mod. Im enjoying using most of the spells as well, and they feel mostly well balanced, something I appreciate. The only criticisms i have on the spells so far(as i have not obtained all of them yet) is that the offensive spell part of the earth magic amulet feels incredibly weak for the mana spent and the cast time, and that the blood amulet feels incredibly overpowered with essentially having unlimited healing on demand due to being able to meditate mana.Dr_Cosmobyte wrote:
First of all, thanks for playing! And blame the Doom wiki for that
I copied the "Stackable backpack" ACS and coding straight from there and this bug is present in Kriegsland as well. So the bad news is that i can't solve it. The good news is that i always come back to my mods somehow, so this one might have some love in the future, i had a lot of fun making it