[1.3 WIP] Codename: DEMOLITIONIST
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Re: [1.1.30] SWWM GZ: Cute robutt whomst love to explode dem
Uh, no, it doesn't. It's possible that what you saw was a delayed achievement notification.
Edit: As a matter of fact, some of the level completion achievements can be triggered by using the changemap cheat. There is no way for me to detect use of that cheat, unfortunately.
Edit: As a matter of fact, some of the level completion achievements can be triggered by using the changemap cheat. There is no way for me to detect use of that cheat, unfortunately.
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Re: [1.1.30] SWWM GZ: Cute robutt whomst love to explode dem
In this particular case, it happened just after starting a game of Doom2. No warping to the map or anything. I loaded SWWM (and only SWWM) with GZDoom 4.7.1, picked new game at the menu and while standing at the P1 start, I pressed F1, looked through the pages, pressed Esc to cancel the help screen and, while I was still on the start platform, the achievement appeared. Strange.
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Re: [1.1.30] SWWM GZ: Cute robutt whomst love to explode dem
It is in fact possible that the achievement lingered from a previous playthrough, then. Achievements have three stages actually: unobtained, obtained and notified. This is so notifications can be put on a queue and only ever played once, basically. Especially for ones that would otherwise go unnoticed if they happen to be obtained in the middle of a level transition, such as those.
The reason why it only got notified after you closed the F1 menu is that while menus are open, the map time doesn't change, and achievement status is only checked 3 seconds into a level, at 1-second intervals.
The reason why it only got notified after you closed the F1 menu is that while menus are open, the map time doesn't change, and achievement status is only checked 3 seconds into a level, at 1-second intervals.
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Re: [1.1.31] SWWM GZ: Cute robutt whomst love to explode dem
Fair enough. That must be it then - an achievement carried over from a previous session delayed by having the game paused by the help screens and only being played when I cancelled the help screens. Makes sense.
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Re: [1.1.33] SWWM GZ: Cute robutt whomst love to explode dem
I've been playing this mod, after getting back into GZdoom, and this is probably an issue on my end, but when using The Ultimate Doom IWAD, and getting to the shores of hell, the enemies have stopped moving and attacking me. I hope this is the right place to post this on anyway. Using GZDoom v4.7.1, and downloaded this from the latest link on your post yesterday.
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Re: [1.1.33] SWWM GZ: Cute robutt whomst love to explode dem
Looks like something broke the death exit... I'll have to look into it.
Edit: Yup, that was a big screwup from my part.
Edit: Yup, that was a big screwup from my part.
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Re: [1.1.34] SWWM GZ: Cute robutt whomst love to explode dem
Yeah, I knew something was up after finishing the first episode and nobody attacked me. Usually I don't have any problems with these mods, so I was a little concerned. I enjoy it by the way. You put a lot of effort into it, and it shows. Great mod.
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Re: [1.1.34] SWWM GZ: Cute robutt whomst love to explode dem
Been playing this for awhile. So far, enjoying the hell out of it. It's an overpowered mod mostly due to a few weapons/skills that are insanely overpowered. Most of the other weapons are fairly balanced. Some even seem underpowered. One of the most unique things about this mod is that it does not have weapons with high rates of fire (Not counting the drill melee weapon). All weapons are hard hitting and most do some sort of splash damage which is really appropriate considering the robot is a demolition bot. Most importantly, every weapon is fun to use, not a single one of them is a dud. What I'm gonna do is list some balance changes and features I'd like to see in future editions. Note, with balance, I've only tested the mod with custom enemies (Colorful hell, Angelic Aviary and Rampancy v1.3). I haven't done vanilla yet so take everything with a grain of salt.
Balance
-Increase damage of standard shells, slugs and standard rockets: All these ammo types seem very underpowered and the weapons have such a long reload animations that you're better off just using the pistol or butt slam.
-Have standard and slug shells always drop in pairs of 2: I always run out of shotgun ammo when using the wall blaster because most ammo drops are 1 bullet so it takes a long time to load up a 25 barrel shotgun. I know that you can pick up this ammo in pairs, but it is less common. Having these two ammo types always drop in pairs both allows for more use of the wallbuster and tells the player that these shell types are on the weaker side while the other shell types are more powerful as you only get single pickups.
-Decrease damage from the dash ability or increase the fuel cost: While they are much more powerful weapons and ammo types, the dash is the most powerful ability in the game as you start with it and it can be spammed an excessive number of times before needing to cooldown. I think it renders alot of the standard guns obsolete because it's so powerful. It's the only thing in the mod that I feel should be nerfed slightly.
Features
Increased emergency reboot time per death: Basically, every time you use the emergency reboot, it becomes less effective and takes longer to reboot. So on the 1st death, it takes 60 seconds to recharge. The next death, it's 80 seconds, then 100 seconds, 120, 140 etc. When beating a level, the cooldown would return back to 60. I think this would be a really cool feature as you still have the cooldown (Which is an amazing feature), but there is a small consequent every time that it is used. Even if it only added an extra 5 or 10 seconds to the cooldown.
-Randomizing the trail color: While there's an option to change the color, it would be fun to have the color randomize. So right now, I think they're 10 colors available, so you have a 1 in 10 chance they'll all be red or 1/10 chance to get green, 1/10 for cyan, 1/10 for rainbow etc. I like the way all the colors look and it's hard to choose a favorite.
Again, I'm really enjoying this mod a lot. I still haven't begun to read up on the lore which will probably take the better part of a day to get through because there's so much content. There's also so many smol things and easter eggs like putting mustaches on the walls, the cartoon sound effects when hitting baddies with the lead shells which give so much character to mods and are the things that keep me coming back to certain mod. When you can play a mod and discover something new each time you play it, that's when you know you're playing something special. Can't wait to see what future iterations add to the table.
Balance
-Increase damage of standard shells, slugs and standard rockets: All these ammo types seem very underpowered and the weapons have such a long reload animations that you're better off just using the pistol or butt slam.
-Have standard and slug shells always drop in pairs of 2: I always run out of shotgun ammo when using the wall blaster because most ammo drops are 1 bullet so it takes a long time to load up a 25 barrel shotgun. I know that you can pick up this ammo in pairs, but it is less common. Having these two ammo types always drop in pairs both allows for more use of the wallbuster and tells the player that these shell types are on the weaker side while the other shell types are more powerful as you only get single pickups.
-Decrease damage from the dash ability or increase the fuel cost: While they are much more powerful weapons and ammo types, the dash is the most powerful ability in the game as you start with it and it can be spammed an excessive number of times before needing to cooldown. I think it renders alot of the standard guns obsolete because it's so powerful. It's the only thing in the mod that I feel should be nerfed slightly.
Features
Increased emergency reboot time per death: Basically, every time you use the emergency reboot, it becomes less effective and takes longer to reboot. So on the 1st death, it takes 60 seconds to recharge. The next death, it's 80 seconds, then 100 seconds, 120, 140 etc. When beating a level, the cooldown would return back to 60. I think this would be a really cool feature as you still have the cooldown (Which is an amazing feature), but there is a small consequent every time that it is used. Even if it only added an extra 5 or 10 seconds to the cooldown.
-Randomizing the trail color: While there's an option to change the color, it would be fun to have the color randomize. So right now, I think they're 10 colors available, so you have a 1 in 10 chance they'll all be red or 1/10 chance to get green, 1/10 for cyan, 1/10 for rainbow etc. I like the way all the colors look and it's hard to choose a favorite.
Again, I'm really enjoying this mod a lot. I still haven't begun to read up on the lore which will probably take the better part of a day to get through because there's so much content. There's also so many smol things and easter eggs like putting mustaches on the walls, the cartoon sound effects when hitting baddies with the lead shells which give so much character to mods and are the things that keep me coming back to certain mod. When you can play a mod and discover something new each time you play it, that's when you know you're playing something special. Can't wait to see what future iterations add to the table.
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Re: [1.1.34] SWWM GZ: Cute robutt whomst love to explode dem
Damage of shells and slugs has already been increased, I don't know what version you're playing.CherubCorps wrote:Increase damage of standard shells, slugs and standard rockets: All these ammo types seem very underpowered and the weapons have such a long reload animations that you're better off just using the pistol or butt slam.
Missiles will have their damages increased just now as requested. I felt that 150 base damage was too little.
Yes but no. In many mapsets I find myself having full shells in no time. It's all a matter of using other weapons so ammo consumed and ammo obtained balance out. Nevertheless, I will make shell boxes spawn two of each from now on.CherubCorps wrote:Have standard and slug shells always drop in pairs of 2: I always run out of shotgun ammo when using the wall blaster because most ammo drops are 1 bullet so it takes a long time to load up a 25 barrel shotgun. I know that you can pick up this ammo in pairs, but it is less common. Having these two ammo types always drop in pairs both allows for more use of the wallbuster and tells the player that these shell types are on the weaker side while the other shell types are more powerful as you only get single pickups.
No. This is currently as balanced as it gets. There are many cases where you will want to use a weapon instead of dashing everywhere, especially if surrounded by enemies that are too heavy to tackle.CherubCorps wrote:Decrease damage from the dash ability or increase the fuel cost: While they are much more powerful weapons and ammo types, the dash is the most powerful ability in the game as you start with it and it can be spammed an excessive number of times before needing to cooldown. I think it renders alot of the standard guns obsolete because it's so powerful. It's the only thing in the mod that I feel should be nerfed slightly.
I'm sorry but I don't hate the people who play my mod. What you're asking for isn't a "small consequence", and it goes against the reason why the reboot is implemented in the first place.CherubCorps wrote:Increased emergency reboot time per death: Basically, every time you use the emergency reboot, it becomes less effective and takes longer to reboot. So on the 1st death, it takes 60 seconds to recharge. The next death, it's 80 seconds, then 100 seconds, 120, 140 etc. When beating a level, the cooldown would return back to 60. I think this would be a really cool feature as you still have the cooldown (Which is an amazing feature), but there is a small consequent every time that it is used. Even if it only added an extra 5 or 10 seconds to the cooldown.
You insisted way too much on this thing so fine, I'll add it. Also there are 7 colors, not 10. 10 is the number of textures, but one is the default unmodified trail, and two are "special use" for the trans flag option.CherubCorps wrote:Randomizing the trail color: While there's an option to change the color, it would be fun to have the color randomize. So right now, I think they're 10 colors available, so you have a 1 in 10 chance they'll all be red or 1/10 chance to get green, 1/10 for cyan, 1/10 for rainbow etc. I like the way all the colors look and it's hard to choose a favorite.
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Re: [1.1.35] SWWM GZ: Cute robutt whomst love to explode dem
I don't care to use web forums, and usually don't interact with other people much at all.
I registered an account here specifically so I could let you know that I'm really enjoying SWWM GZ. It's not quite like any other weapon pack I've tried, the balance of weapons and abilities feels good (it does feel like I'm not getting my full money's worth in story mode, but I suspect that has more to do with the original level design than anything else), and the creativity in the design of basically everything is extra nice. I don't have a lot of time to really game anymore, and Doom provides a really nice "pick up/put down" style of play that I like but that can get a little stale, and mods like SWWM GZ are essentially everything that I look for in a good mod (the integration with other mods provides really nice bonus content too; you know which one I mean).
I see you have some other projects that you're working on too, and I'm excited for when those will be available as well. Thank you for all the work that you do.
I registered an account here specifically so I could let you know that I'm really enjoying SWWM GZ. It's not quite like any other weapon pack I've tried, the balance of weapons and abilities feels good (it does feel like I'm not getting my full money's worth in story mode, but I suspect that has more to do with the original level design than anything else), and the creativity in the design of basically everything is extra nice. I don't have a lot of time to really game anymore, and Doom provides a really nice "pick up/put down" style of play that I like but that can get a little stale, and mods like SWWM GZ are essentially everything that I look for in a good mod (the integration with other mods provides really nice bonus content too; you know which one I mean).
I see you have some other projects that you're working on too, and I'm excited for when those will be available as well. Thank you for all the work that you do.
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Re: [1.1.35] SWWM GZ: Cute robutt whomst love to explode dem
I played one episode replacement Doom wad with this mod and I can say it became my new weapon mod with much hi-res graphics weapons and the in-built lexicon.
I had fun while I blasted a horde of demons with the Wallbuster after placed in various type of shells.
It's also good this is compatible with monster randomizer mods too.
I had fun while I blasted a horde of demons with the Wallbuster after placed in various type of shells.
It's also good this is compatible with monster randomizer mods too.
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Re: [1.1.37] SWWM GZ: Cute robutt whomst love to explode dem
Playing this with DoomLess and this song playing is a very different experience, 10/10
https://www.youtube.com/watch?v=l_RtpWGa8LY
https://www.youtube.com/watch?v=l_RtpWGa8LY
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Re: [1.1.37] SWWM GZ: Cute robutt whomst love to explode dem
Phenomenal mod so far! The only nitpick I can think of is how awkward it is to reload the Wallbuster without shuffling it, but I think that's just because I'm lazy xD
Also wanted to add I accidentally downloaded the dev build once, and will say I really like the VA for Demo-chan
Also wanted to add I accidentally downloaded the dev build once, and will say I really like the VA for Demo-chan
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Re: [1.1.41] SWWM GZ: Cute robutt whomst love to explode dem
I've been using this mod for a few months, and I do have both the stable and development builds. I can't imagine playing Doom without this mod, it's that good! I can't wait to see where it will go with 1.2 on the horizon.
I've also tried it with Bratwurst Recooked as well, and it seems to be just the way I like it.
I've also tried it with Bratwurst Recooked as well, and it seems to be just the way I like it.
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Re: [1.1.41] SWWM GZ: Cute robutt whomst love to explode dem
I've been meaning to provide feedback on SWWM, but I haven't gotten around to it until know. Overall, I really enjoyed playing through some maps with this; it's one of the most fascinating mods I've ever played and it shows how far GZDoom has come since its' creation.
1. I absolutely LOVE the blood and gibs that's in SWWM! It's so splattery, for lack of a better word, and it's very satisfying to point-blank gib an enemy. I especially love how additional blood decals are generated on walls and how the ceiling blood creates small blood droplets. Excellent work, Marisa!
[imgur]https://i.imgur.com/AZWofa2[/imgur]
2. I like using the Spreadgun, since it's essentially a one-handed shotgun, but for the next major update, could there be an option to dual wield them like with Caleb's sawed-offs? I understand that there's already the Explodium Guns and making animations for 3D models isn't as easy as working with sprites, but I think that it would be a nice option for additional firepower.
3. Correct me if I'm wrong, but the 3D models utilize the Unreal Engine's model format, right? I'm interested in hearing the technical reasons for using that format instead of the .MD3 or .OBJ format used in many GZDoom mods. In a way, it gives the mod Unreal-esque vibes that I can appreciate (I know that the mod originated as an Unreal mod, but having that in GZDoom is nice nevertheless). May I ask what tools you use for the models?
4. I don't want to jump the gun on additional storylines/missions for the Demolitionist, but would you be open about doing non-canon stories? For instance, you could add Ancient Aliens compatibility and have it not affect the mod's plotline.
Like I've said, I've enjoyed playing this and I hope that more people can see this. It definitely earned that 2020 Cacoward!
1. I absolutely LOVE the blood and gibs that's in SWWM! It's so splattery, for lack of a better word, and it's very satisfying to point-blank gib an enemy. I especially love how additional blood decals are generated on walls and how the ceiling blood creates small blood droplets. Excellent work, Marisa!
[imgur]https://i.imgur.com/AZWofa2[/imgur]
2. I like using the Spreadgun, since it's essentially a one-handed shotgun, but for the next major update, could there be an option to dual wield them like with Caleb's sawed-offs? I understand that there's already the Explodium Guns and making animations for 3D models isn't as easy as working with sprites, but I think that it would be a nice option for additional firepower.
3. Correct me if I'm wrong, but the 3D models utilize the Unreal Engine's model format, right? I'm interested in hearing the technical reasons for using that format instead of the .MD3 or .OBJ format used in many GZDoom mods. In a way, it gives the mod Unreal-esque vibes that I can appreciate (I know that the mod originated as an Unreal mod, but having that in GZDoom is nice nevertheless). May I ask what tools you use for the models?
4. I don't want to jump the gun on additional storylines/missions for the Demolitionist, but would you be open about doing non-canon stories? For instance, you could add Ancient Aliens compatibility and have it not affect the mod's plotline.
Like I've said, I've enjoyed playing this and I hope that more people can see this. It definitely earned that 2020 Cacoward!