Nightshift v2.1 (01/12/20) Stable changes

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
Dr_Cosmobyte
Posts: 2830
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.

Re: Nightshift v1.2 - A Custom Survival Horror mod (+ Addons

Post by Dr_Cosmobyte »

bumfight wrote:Hi
I wanted to ask if there is a way to get more shotgun ammo to drop? Ive played 2 wads already and noticed that i find barely any shotgun ammo. In my current monster setup its nearly impossible to survive with assault rifle alone (fairly frequent killbox rooms with elite enemies). If not, would you be so kind to add in an option to get shotgun ammo drops or pickups? Thanks, great mod so far :)
Hi there!

Thanks for downloading the mod. All ammo spawns can be toggled on the "Extras" menu! Shotgun shells replace Doom cell spots,and you can choose between "Always", "Frequently", "Sometimes", "Rarely" or "Never".

Unless you mean the quantity to drop, like, more than 4 or 12 shells per pickup. This is not toggleable (not now at least :p).
bumfight
Posts: 13
Joined: Tue Apr 07, 2020 7:10 am

Re: Nightshift v1.2 - A Custom Survival Horror mod (+ Addons

Post by bumfight »

Hi there!

Thanks for downloading the mod. All ammo spawns can be toggled on the "Extras" menu! Shotgun shells replace Doom cell spots,and you can choose between "Always", "Frequently", "Sometimes", "Rarely" or "Never".

Unless you mean the quantity to drop, like, more than 4 or 12 shells per pickup. This is not toggleable (not now at least :p).[/quote]

Hey!
Thank you for your quick reply. I already messed with the settings, its just that the wads Im playing seem to have no cells which leads me to having no ammo for the shotgun. My idea was maybe being able to replace ammo with anything you want. Example: instead of replacing cell ammo with shotgun ammo, replace pistol ammo with shotgun ammo etc. Thanks for your time!
User avatar
CasualScrub
Posts: 53
Joined: Thu Aug 06, 2015 7:14 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Nightshift v1.2 - A Custom Survival Horror mod (+ Addons

Post by CasualScrub »

I'm really hoping that Icarus does an episode of Doom Mod Madness on this, because your mod seriously deserves the attention.
User avatar
Dr_Cosmobyte
Posts: 2830
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.

Re: Nightshift v1.2 - A Custom Survival Horror mod (+ Addons

Post by Dr_Cosmobyte »

Thanks! I am not going to bother him (mainly because he probably has a lot of mods to review too), but i would indeed love to see him trying to give it a go.

On a side note: I accidentally bugged the tonfa second attack frame. This is fixed for the next update as well as a small combo system is also ready. :wink:
User avatar
CasualScrub
Posts: 53
Joined: Thu Aug 06, 2015 7:14 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Nightshift v1.2 - A Custom Survival Horror mod (+ Addons

Post by CasualScrub »

Also, have you thought of sharing this on the Doomworld forum? Might get more eyes on it there.
User avatar
Jay0
 
 
Posts: 65
Joined: Tue Aug 21, 2018 9:31 pm
Preferred Pronouns: She/Her
Graphics Processor: nVidia with Vulkan support
Location: Brazil

Re: Nightshift v1.2 - A Custom Survival Horror mod (+ Addons

Post by Jay0 »

I've made an addon for this, ported the weapon inertia system that i made for my still-WIP mod.

It will need updating whenever the player actor code is changed, but it's very straightforward, just copy over the NS-Player.txt file and change "StrifePlayer" to "NSInertiaPlayerBase" and "NSPlayer" to "NSInertiaPlayer"
You do not have the required permissions to view the files attached to this post.
User avatar
r&r
Posts: 283
Joined: Fri Sep 08, 2017 2:54 pm

Re: Nightshift v1.2 - A Custom Survival Horror mod (+ Addons

Post by r&r »

Would a optional dog companion work for this mod?
hope i'm not being off topic, even tho a few horror games
you do get a dog companion.
like Rule of Rose, Haunting grounds and the 2019 Blair witch video game.

I guess it depends on the map.
and it just a idea maybe using the brutal friends mod ai
able to tell the dog to stay or follow you,
and maybe a whistle key command to follow you again, if you told the dog to stay and they're in another far location on the map,
and also maybe the whistle key command will also teleport the dog behind the player, so they're not in the way of doors.

and maybe a Dog health edit option would be good too.
like set the dog's health to 500 to 99999 or to invincible.

And maybe a optional choice of dog breed types to start with

https://www.spriters-resource.com/resou ... /55825.png
https://www.spriters-resource.com/resou ... /39460.png
https://www.spriters-resource.com/resou ... /80636.png

viewtopic.php?f=61&t=55990
User avatar
r&r
Posts: 283
Joined: Fri Sep 08, 2017 2:54 pm

Re: Nightshift v1.2 - A Custom Survival Horror mod (+ Addons

Post by r&r »

Theres also the Cabin 2 https://www.youtube.com/watch?v=_0sB2lLsA18
but i have no clue if it fully compatible for this Nightshift, I have to try it later.

Another light source item that would be good is flares
For those dark stages and maybe a optional limited flash light that needs batteries?

https://www.realm667.com/index.php/en/i ... 001-flares
but this wad might need to be edited as it don't give that much light.

just throwing ideas.

some textures that might fit for this mod

https://realm667.com/index.php/en/textu ... d-textures
https://realm667.com/index.php/en/textu ... t-textures Flesh Feast
https://realm667.com/index.php/en/textu ... -doom-texs
https://realm667.com/index.php/en/textu ... k-42165470 Kingpin
https://realm667.com/index.php/en/textu ... e-textures Max Payne
https://realm667.com/index.php/en/textu ... e-textures
https://realm667.com/index.php/en/textu ... k-61260148 REDNECK RAMPAGE TEXTURES
https://realm667.com/index.php/en/textu ... g-textures Undying
User avatar
Dr_Cosmobyte
Posts: 2830
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.

Re: Nightshift v1.2 - A Custom Survival Horror mod (+ Addons

Post by Dr_Cosmobyte »

CasualScrub wrote:Also, have you thought of sharing this on the Doomworld forum? Might get more eyes on it there.
As soon as a i get a stable connection, yes.
RicardoLuis0 wrote:I've made an addon for this, ported the weapon inertia system that i made for my still-WIP mod.

It will need updating whenever the player actor code is changed, but it's very straightforward, just copy over the NS-Player.txt file and change "StrifePlayer" to "NSInertiaPlayerBase" and "NSPlayer" to "NSInertiaPlayer"
This is pretty amazing! I will provide a link on the first page.
r&r wrote:Dog companion
I like the idea! Thanks. :)
User avatar
Ferretmanjcdenton
Posts: 417
Joined: Mon Mar 09, 2020 5:38 am
Graphics Processor: Not Listed
Location: Germany

Re: Nightshift v1.2 - A Custom Survival Horror mod (+ Addons

Post by Ferretmanjcdenton »

An big axe with possibility to charge attacks ...

That you be absolutely amazing
User avatar
Dr_Cosmobyte
Posts: 2830
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.

Re: Nightshift v1.3 - A Customizable Survival Horror Mod

Post by Dr_Cosmobyte »

Hey there guys, here comes another update thing!

- This time, the tonfa and the kick can do a small combo! Remember, K+T+T ;)
- Grenades are consistent and can have their fuse customized! Choose them to blowup with one, two, three seconds or right after landing!
- New submenu for other mods you probably have around your autoload!
- New sounds for ammo pickups, weapon wieldings and tonfa hits, better elevator stop sound and aesthetical changes and fixes you didn't even knew you needed!

EVERYTHING CAN BE DOWNLOADED IF YOU ENTER THIS LINK!

Have fun and keep on voting! If you really like the Tonfa and you want it to become the standard weapon, call more friends to vote!!! Shout the mod all around!
Spoiler: changelog
Last edited by Dr_Cosmobyte on Fri Apr 10, 2020 12:16 pm, edited 2 times in total.
User avatar
CasualScrub
Posts: 53
Joined: Thu Aug 06, 2015 7:14 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Nightshift v1.3 - A Customizable Survival Horror Mod

Post by CasualScrub »

Mediafire link seems to be bust.
User avatar
Dr_Cosmobyte
Posts: 2830
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.

Re: Nightshift v1.3 - A Customizable Survival Horror Mod

Post by Dr_Cosmobyte »

Sorry, had to quickly reupload! Please try again! :)
Jarewill
 
 
Posts: 1849
Joined: Sun Jul 21, 2019 8:54 am

Re: Nightshift v1.3 - A Customizable Survival Horror Mod

Post by Jarewill »

Small idea:
Maybe make the "shaky aim" (don't know how else to call it) more intense with how much health the player has?

For example: at ~100% health, the shakiness is barely noticeable, but at very low health it will be hard to aim.

And maybe make the run speed linked to player's health too, aside Strife's RunHealth property.
The less health, the slower the player is.

This could add more ways to picking battles: would you heal now and waste about 5 health points from the medikit, but keep your speed and aim at a good level, or wait until you really need to heal?

Talking about healing, maybe make it also not instant? A small animation could play and stop/slow down the player while they are healing.
Would also make it slightly more strategic with having to go behind cover to heal instead of just mashing the "use inventory" button.

But that's all just suggestions, there's no need to include any of them. (but it would be nice, just add CVars to toggle them for people who would prefer it this way)
This is a really fun mod to play with, however I miss the weapon condition / breaking from Factotum.
Scratchy
Posts: 1
Joined: Fri Apr 10, 2020 4:06 pm

Re: Nightshift v1.3 - A Customizable Survival Horror Mod

Post by Scratchy »

Hi! Been a user of this website for a long time since i was 11 and just now i decided to make an account to tell you that, please keep it up. survival horror games are my favorite and now that there´s a Doom mod for that i think its fucking amazing! please dont abandon this mod, so far i´ve been enjoying so much. You have my full support!.

Return to “Gameplay Mods”