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Yebudoom wrote:Xim, I've been meaning to ask you what is probably a stupid question: how does the saber throw work? When I press Q, nothing happens. When I hold it, the saber seems to freeze in my hand and its coloured aura seems to get stronger, but still nothing happens besides that. Do I have to press something along with Q? I've tried some combinations, but to no avail. Do I have to aim it somehow before throwing? Do I have to have some Force powers to be able to throw the saber?
Probably I'm failing because I somehow assumed that throwing the saber will be as easy as throwing the machete in Trailblazer, and I'm obviously missing a more elaborate way to do it in your mod.
You just press whatever button you have set up for "Zoom", while using the lightsaber. Same as using the scopes for weapons. You can only throw your lightsaber while you have it equipped.
There should a key setup for "Scope/Saber Throw" in the options menu.
The saber-throw is pretty simple and actually nothing elaborate. It automatically seeks out targets for a few seconds and then (kind of) comes back to you.
Sometimes it glitches out and it won't come back. I made a work-around so that re-selecting the lightsaber automatically automatically gives it back.
Ah yes, I've done some more testing and see the problem. It turns out I've never used any class other than Kyle Katarn before (except Mara Jade just recently). So today I picked the Jedi class for the first time and he can throw the saber just fine. But he has a Force pool from the start, while Kyle and Mara don't. So I take it the Force pool is needed for throwing the saber?
Say, if you're going to have Mara Jade as an alt skin with all of Katarn's abilities and mechanics, what about making Han Solo as a Trooper alt? Maybe even make him start with a DL-44?
I haven't found any good Han Solo sprites yet. I think I'd rather stick with Legends characters being the stars, but I wouldn't mind making the classic four heroes (Luke, Han, Leia, Chewie) playable in a patch or something in the future. Might be fun to play the "Star Wars for DOOM2" levels as the movie characters. But I would need sprites. There is Luke sprite, but it's not the best. I made a Wookie sprite that featured in the new version, I could probably work that into a Chewie sprite. Maybe a Leia and Han sprite could be made, but it'd be more work.
I was using Demon-Counterstrike, a mod that spawns in additional ememies on maps, on that Doom Stranding map. In the past, I could of sworn I had flying TIE Fighters spawn in with it. But doing a test with setting both Cyberdemon and Spider Mastermind spawns to 100% and no delay in spawning, the only TIEs I could get to spawn were the ground-based TIE Maulers. I'm not sure if it some problem with Demon-Counterstrike (it seems to spawn in other enemy variants just fine, including boss-tier Dark Troopers and other enemies tied to Cyberdemons and Spider Masterminds), something messed up with switching them from spawning with Masterminds to Cyberdemons in the last update, placebo/false memories on my end, or if the spawning of flying TIEs is limited to certain maps. Thank you in advance for any information.
austen1000 wrote:I was using Demon-Counterstrike, a mod that spawns in additional ememies on maps, on that Doom Stranding map. In the past, I could of sworn I had flying TIE Fighters spawn in with it. But doing a test with setting both Cyberdemon and Spider Mastermind spawns to 100% and no delay in spawning, the only TIEs I could get to spawn were the ground-based TIE Maulers. I'm not sure if it some problem with Demon-Counterstrike (it seems to spawn in other enemy variants just fine, including boss-tier Dark Troopers and other enemies tied to Cyberdemons and Spider Masterminds), something messed up with switching them from spawning with Masterminds to Cyberdemons in the last update, placebo/false memories on my end, or if the spawning of flying TIEs is limited to certain maps. Thank you in advance for any information.
Hmm, that's odd. I haven't played Demon-Counterstrike. I did switch over the TIEs to Cyberdemons now, and they're a bit rare. But they should still spawn, unless theirs a something I overlooked that prevents them from doing so.
EDIT: Damnit, I must have messed something up, because it seems in the normal game TIEs never seem to spawn. I have it in the code that they do, but I guess it gets ignored. I'll probably have to make a hotfix for now.
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austen1000 wrote:I was using Demon-Counterstrike, a mod that spawns in additional ememies on maps, on that Doom Stranding map. In the past, I could of sworn I had flying TIE Fighters spawn in with it. But doing a test with setting both Cyberdemon and Spider Mastermind spawns to 100% and no delay in spawning, the only TIEs I could get to spawn were the ground-based TIE Maulers. I'm not sure if it some problem with Demon-Counterstrike (it seems to spawn in other enemy variants just fine, including boss-tier Dark Troopers and other enemies tied to Cyberdemons and Spider Masterminds), something messed up with switching them from spawning with Masterminds to Cyberdemons in the last update, placebo/false memories on my end, or if the spawning of flying TIEs is limited to certain maps. Thank you in advance for any information.
Hmm, that's odd. I haven't played Demon-Counterstrike. I did switch over the TIEs to Cyberdemons now, and they're a bit rare. But they should still spawn, unless theirs a something I overlooked that prevents them from doing so.
EDIT: Damnit, I must have messed something up, because it seems in the normal game TIEs never seem to spawn. I have it in the code that they do, but I guess it gets ignored. I'll probably have to make a hotfix for now.
Xim's Star Wars Doom has been updated.
Some new graphics, a couple bugfixes, (but I bet there's new ones too as always) and a new Dark Forces style hud! Download is on the first post.
Changes from last version:
Spoiler:
-Update to textures pack (separate download)
-Update to props pack
-New HUD with Dark Forces style graphics, classic ZDoom style hud replaces the "no hud"
-Status bar will now show secondary ammo
-Status bar will now show force powers if unlocked, and using a weapon without secondary ammo
-New hotkeys for quickly using a held item, all of them are optional but I would highly recommend setting up a hotkey for at least the enviro-suit to make up for it not being automatically used when picked up
-Updated enemy "stun states" from the e-11's stun blast, enemies now glow with cyan sparks and are stuck in their stun state until it is finished (time depends on the enemy, usually weaker enemies are stunned longer)
-The Dianoga aka "trash monster" will now spawn replacing demons and spectres that are in the water, thanks to ACS code shared by Wardust
-Enemies that replace DoomImps will sometimes not drop anything after being taken down
-Gold Probe droids HP has been nerfed down to be the same as regular probe droids and they now spawn less often
-PLX Rockets nerfed, damage is lower and secondary speed is slower
-PLX Rocket projectile sprite now looks more like the ammo they fire
-Fixed TIE Fighters not being able to spawn with cyberdemons
-Fixed snowtrooper death animation
-A few items have been scaled down in size
-A few GLDEFs have been fixed up a bit
-Added A-Wing and B-Wing starfighters to the heavy transponder spawning roster
-New exploding death animations for stormtroopers, sprites by Wardust
-Updated sprite for the Imperial Royal Guard, helmet has been redone to look more recognizable and they are now holding a shock stick
-New Death Trooper sprite by Wardust, it's a bit more hi-res but I don't think it clashes with the other sprites too much, plus it looks more film accurate
-New boss-tier enemy : Jerec from Dark Forces II, a rare sith inquisitor that spawns with Archviles, about as rare as Vader used to be and Vader is now a bit more rare
-Remote Detpacks can now be thrown further by holding down the attack button, have fun
-New special weapon: EE-4 Carbine, a spread fire blaster, very rare and pairs with EE-3 Carbine, has a small chance to be dropped by shadow stormtroopers
-New grenade for trooper class: CryoBan grenades, which freeze enemies. Only obtained in ammo backpacks.
Haven't gotten around to polishing up the weapons and enemies only versions yet. I might be a bit busy soon but I'll see what I can do.
I encountered a bug, sometimes when a sith/dark jedi stops defending he becomes totally invulnerable to attacks (all weapons), this usually happens when I attack him with grenades or using force push.
JohnDoe8 wrote:I encountered a bug, sometimes when a sith/dark jedi stops defending he becomes totally invulnerable to attacks (all weapons), this usually happens when I attack him with grenades or using force push.
I'll have to get that fixed. Thanks for pointing it out.
New update, now you can play as a Mandalorian! The weapons animations have also been given more of a "punch" to them! Links in the first post.
CHANGE LOG
Spoiler:
-Update to textures pack (separate download)
-Update to props pack
-Two new classes have been added: The Rebel Smuggler and the Mandalorian. Try them out! The Mandalorian has a wrist launcher with a selection of powers, similar to the Jedi but the powers run off batteries, which are found in backpacks, lightsabers, gauntlets and dropped by various foes such as engineers and droids
-New weapon: Accelerated Charged Particle Scatter Gun (AKA Trandoshan Shotgun), takes the spot of the flechette launcher with the SSG, the flechette launcher is now an upgraded weapon for the scatter gun. Flechette launcher is rarely dropped by jet troopers and zero gravity troopers
-New upgraded weapon: TL-50 Heavy Repeater from Jedi Outcast/EA Battlefront, upgrades the DF1 Repeater gun. The gyrojet is no longer used for now.
-New firing animations for most of the weapons (bryar pistol, e-11, repeater, fusion cutter and concussion rifle by Dzierzan)
-Ion Blaster has been renamed to the "CA-87 Ion Blaster", alt-fire is now a shotgun like blast similar to how it functions in the new Battlefront series, the DEMP pulses are now exclusive to it's rarer and stronger counterpart the DEMP2 Ion Carbine
-CC-VI Cryo Projector has replaced the Goob Gun. Based off the CC-V Cryo Projector from Star Wars Galaxies. It deals ice damage and freezes enemies on death
-Jedi MindTrick now enables infighting on most enemies
-Ammo amount for pickup items has been reduced
-Weapon recoil screen shake has been reduced for most weapons
-Attacking behaviour and projectile accuracy have been adjusted for most enemies, officers are still accurate but don't fire as often, and most rifle troopers now have a random
chance to fire again each time they make a shot
-New sprite for metal bolt clip and power cells
-New ending cast call made for Doom 2 endings featuring Star Wars enemies
-New optional patches, including a "Dark Forces" patch that turns the mod into a "lighter version" which features mainly the Dark Forces enemies and weapons
Let me know if there are any issues. Have fun! And thank you to all who play!