Hellrider v0.9c - Swift Demon Killing! (28-04-21)

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Yebudoom
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Re: Hellrider v0.6 - Swift demon killing!

Post by Yebudoom »

openroadracer wrote:
Yebudoom wrote:Why is the H&K held in such a weird way? I actually prefer the DEagle just because of this.
Did you even read the OP? It's based on a real life shooting style called "Center Axis Relock". It's the signature style of John Wick, from the movies of the same name, if you need a reference.
Oops, my bad. I did read the OP, but somehow missed this fragment. Must have thought that there couldn't be anything interesting in a simple handgun description, right? So the joke's on me, heh. All right, disregard my question then, sorry for that.

EDIT: Is the SMG (dubbed "Pistol" when picked up) supposed to have infinite ammo?

EDIT 2: I really hope my previous post doesn't sound like I'm demanding stuff. I'm just excited for the mod so I'm throwing lots of ideas your way ^^
Last edited by Yebudoom on Sat May 16, 2020 4:24 pm, edited 1 time in total.
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Endie
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Re: Hellrider v0.6 - Swift demon killing!

Post by Endie »

oh wow! there's a lot to reply hehe. so, here we go
Twitchy2019 wrote:Alright, my two cents: I am going to separate this into two sections: Should be changed and Stylistic Suggestions.

Should be Changed:

Something that I feel SHOULD be changed should be the muzzle flash sprites on the plasma gun replacement. If one is using a crosshair, which I do, the flashes after the fire rate ramps up are almost impossible to get a peripheral vision on enemies when one is focusing on the immediate left and right on the crosshair. My suggestion would be to slow down the fire rate of this weapon, shrink down the muzzle flash sprites, and get rid of the chaingun-like start up for the fire rate of the plasma gun, as burst firing to compensate for these muzzle flashes would be annoying due to the changes in fire rate speed.
I partially agree with you, mostly about the muzzle flash. However, the i'm keeping the dynamic fire rate. Don't get me wrong, i'm open to feedback, but that's how the weapon is supposed to work, the if you take it easy with the gun and use the slower fire rate, the shots will be more accurate, if you hold down the trigger, it will fire at a much higher fire rate at cost of the accuracy.
Twitchy2019 wrote:Stylistic Suggestions:

The way this mod feels in execution in my book should have more weapons that do ADS. If there are controls for all weapons for ADS, please inform me. Another suggestion would be the option to remove reloads if someone wanted to play slaughterwads as reloading with this mod makes these maps harder to go through.


and yes, i'm working on ADS for more weapons. i didn't added it at first because, weapons have the Hold to aim system, and i wanted to see if that was ok to begin with. Since no one complained about it, i will proceed to add this function to some of the other weapons
and no, i'm sorry but the mod is meant to have a reload system, and i want to keep it like that. Not to mention that i worked quite a bit on those animations, have them just "turned off" would be a waste of my job. i hope you understand my point
Yebudoom wrote:Oh my God. This is great! Definitely this mod is a keeper. The feeling when firing the guns is comparable to Doom Incarnate or Trailblazer, and that is a compliment in my book.

Requests/Suggestions:
1. An option to turn off/scale the weapon recoil would be great. It's weird that all the guns have recoil, but the minigun doesn't.
yeah,, about that, the recoil is a factor on the gameplay that i want to keep. It's more than visual screen shaking, but some weapons have more recoil than others and that is something to consider before using a weapon. Btw, i'm on that minigun since well, it doesn't have recoil, yeah.
Yebudoom wrote:3. The HUD is simplistic and would benefit from pimping it, adding more ammo info and making it more "tech". Make a patch for NCHud and it will suffice lol
Yeah, the HUD is meant to be simple and informative. i like it as it is, however i want to display some info with bars for the eye candy factor
Yebudoom wrote:4. More iron sights on the guns, please ^^ The shotguns, the pistols, the SMG, the plasma.
5. The plasma rifle fires (or seems to fire) all over the place. Could be more concentrated, at least visually.
yes, as i said before, ADS with other guns will come soon (i hope). And about the plasma rifle, yes, it's really inaccurate when firing at full speed, it's meant to have that effect. Try using the alt fire while firing at full speed though, with some enemies nearby
also here's a little sneak peek for the weapon ads
Yebudoom wrote:6. An alt-fire for the SSG with firing just one barrel at the time would be cool.
7. I think that integrating Nashgore is not necessary. Don't get me wrong, I love Nashgore, I use it with most things. But let people decide which gore system to use with HR, i.e. when someone prefers Bolognese or Droplets. If anything, integrate Nash's Less Slippery Movement.
8. I think I would move the Barrett to slot 5, but maybe that's just me.
9. I would make the shrapnel from the rocket launcher and the BFG equivalent not hurt the player.
10. Spent casings sounds! ^^
6. I don't think that Over-Under shotguns can do that, anyway firing one barrel would be the equivalent of firing the regular shotgun, i want to add another alt fire for that instead
7. I only added Nashgore because i always forgot to load it myself, however it doesn't make the mod incompatible with other gore mods afaik
8. is there a particular reason for that? i moved it to Slot 7 since it's a "super" weapon, dealing a lot of damage and being super accurate, you know?
9. Yes, that's really a good idea, i was meant to do that but always forgot :b
10. i'm on it, too, hopefully we'll be able to hear casings bouncing around
Yebudoom wrote:EDIT:
There's this mod called Hell Raider: viewtopic.php?f=43&t=55742
That one and yours may get confused with. Do with this what you will ^^
oh, i didn't knew about this. But our mods are quite different from each other so, that's not a problem i think. Anyway, thank you for your input! glad to see people sharing their thoughts here, this kind of feedback will help me to improve this mod
NeonNotsky wrote:Do you have a non-google drive link? The mod looks fun!
i'm sorry, i don't. I may upload the next version to Mediafire too, just in case
PatCatz2004 wrote:I should adress a save file error: Half of the time I load up a save file, its normal. The other time I began to have an error, can you fix it?
i don't think this is Hellrider's fault? i haven't touched anything related to saves. if you somehow played a earlier version, that may have happened due a change on the sliding script, if that's the case, i'm afraid i can't do anything about it :(

EDIT:
Yebudoom wrote:EDIT: Is the SMG (dubbed "Pistol" when picked up) supposed to have infinite ammo?

EDIT 2: I really hope my previous post doesn't sound like I'm demanding stuff. I'm just excited for the mod so I'm throwing lots of ideas your way ^^
1. Yes, it's the chainsaw replacer, that in my eyes, it's a weapon that should be usable in "low/no ammo" situations, pretty much like the pistol in Doom 2016

2. No worries!, as i said earlier, i'm really happy with all the incoming feedback since it helps me to work on the mod, you know?
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Wivicer
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Re: Hellrider v0.6 - Swift demon killing!

Post by Wivicer »

I'm a bit confused by the use of a_quake during the reload sequences. It seems more like you should use specific camera movements rather than just using the quake effect.

I'm loving this, though.
Ribo Zurai
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Re: Hellrider v0.6 - Swift demon killing!

Post by Ribo Zurai »

The guns have a satisfying kick that feels as powerful as Russian Overkill. Well done.

Though in my opinion the grenade launcher should be considerably more powerful than the explosions make it look. It seems to deal a bit less damage than the vanilla RL?
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Yebudoom
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Re: Hellrider v0.6 - Swift demon killing!

Post by Yebudoom »

All right, thank you for the answers! I can see you have a certain vision of the mod and you follow it. That's admirable. I'll only address a few things:
Endie wrote:the recoil is a factor on the gameplay that i want to keep. It's more than visual screen shaking, but some weapons have more recoil than others and that is something to consider before using a weapon.
Well, I'm not asking for the removal of the recoil ^^ I'm proposing adding an option to remove/scale it, so the people who hate recoil in Doom can turn it off. I think having options is always a boon, when you're doing something "for the people", so to speak. Only my two cents, though.
Endie wrote:6. I don't think that Over-Under shotguns can do that, anyway firing one barrel would be the equivalent of firing the regular shotgun, i want to add another alt fire for that instead
Yes, they can! Watch this vid for instance: https://youtu.be/xHGwWXXaJD0
And why add this option? Well, the mod seems to take guns quite seriously, so this would add to its realism. And, as said earlier, options are always good ^^
Endie wrote:8. is there a particular reason for that? i moved it to Slot 7 since it's a "super" weapon, dealing a lot of damage and being super accurate, you know?
OK, maybe I'm just too accustomed to slot 7 weapons being aoe- or explosive-based.

Anyway, I'll keep an eye out for updates!
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GeneralDelphox
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Re: Hellrider v0.6 - Swift demon killing!

Post by GeneralDelphox »

Some things I notice with the Grenade Launcher's sticky alt is that it's capable of inducing monster infighting similar to that of an explosive barrel does. I was able to have monsters of the same species fight each other.
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Yebudoom
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Re: Hellrider v0.6 - Swift demon killing!

Post by Yebudoom »

While shooting the AK I thought "This could really use selective fire". You know, as in semi-automatic, burst mode, and/or fully automatic firing mode. Maybe the SMG could use one too. Just sayin' ^^
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Re: Hellrider v0.6 - Swift demon killing!

Post by thedeathrunner123 »

There is a bug with the slide. If you jump while starting a slide it will just play the animation and sound over and over while you move normally.
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MaxRideWizardLord
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Re: Hellrider v0.6 - Swift demon killing!

Post by MaxRideWizardLord »

Call of Duty Doom? Or should I call it... Call of Dooty?
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Yebudoom
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Re: Hellrider v0.6 - Swift demon killing!

Post by Yebudoom »

MaxRideWizardLord wrote:Call of Duty Doom? Or should I call it... Call of Dooty?
Nah. There's an actual CoD in Doom mod in the works.
Spoiler:
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Re: Hellrider v0.6 - Swift demon killing!

Post by Ferretmanjcdenton »

Hey there ...your mod is AMAAAAAAAAAAZING..

here ...one of the videos I uploaded on my channel...

https://youtu.be/8x01zOAYkKY

There are 2 others but this is the best one ..
Hope you make much more of this amazing stuff...

Love it ....
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Endie
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Re: Hellrider v0.6 - Swift demon killing!

Post by Endie »

Yebudoom wrote:While shooting the AK I thought "This could really use selective fire". You know, as in semi-automatic, burst mode, and/or fully automatic firing mode. Maybe the SMG could use one too. Just sayin' ^^
Well, who knows. Maybe i can add that, however i have a feeling that selective fire is kinda redundant, considering the control you have over your fire rate, you know?
thedeathrunner123 wrote:There is a bug with the slide. If you jump while starting a slide it will just play the animation and sound over and over while you move normally.
That's strange, i tried replicating on my end but didn't managed to. Are you using the 0.6 version?
MaxRideWizardLord wrote:Call of Duty Doom? Or should I call it... Call of Dooty?
Call it "Hellrider". I ported a few weapon sprites from Call of Duty, yes, but gameplay-wise the mod has nothing to do with CoD at all
Ferretmanjcdenton wrote:Hey there ...your mod is AMAAAAAAAAAAZING..

here ...one of the videos I uploaded on my channel...

https://youtu.be/8x01zOAYkKY

There are 2 others but this is the best one ..
Hope you make much more of this amazing stuff...

Love it ....
Hey nice to see it working on Delta Touch too. and nice video
i highly recommend you to disable the infinite ammo though since the firepower may get a bit OP without the reloading. Just a hint, play as you want :wink:
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Re: Hellrider v0.6 - Swift demon killing!

Post by Captain J »

Just played the mod and BRAVO! This feels much more like Rainbow Six with a bit of demon killing. I really love how the weapons and the gib system works. It's so much satisfying to look at. Also the weapon works differently if you zoom and that's very clever. I love it!
Spoiler: And of course, here's the feedback.
And that's about it. Thanks a ton for using some of my weapon sprites. Glad they're very helpful with the project! Looking forward to the update.
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Re: Hellrider v0.6 - Swift demon killing!

Post by Ferretmanjcdenton »

Yeah ..it runs amazing on Delta touch ...

Especially nice is that the slide button works since most mods using these mechanics aren't functioning at all on mobile ...

The unlimited ammo is only for showcasing purpose ...
I make really short videos of mods showcasing their weapons in action and for that I use this cheat /setting so that I don't have to search ammo all the time ...

When I play mods for me and for fun I use different settings...
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Endie
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Re: Hellrider v0.6 - Swift demon killing!

Post by Endie »

Captain J wrote:Just played the mod and BRAVO! This feels much more like Rainbow Six with a bit of demon killing. I really love how the weapons and the gib system works. It's so much satisfying to look at. Also the weapon works differently if you zoom and that's very clever. I love it!
Spoiler: And of course, here's the feedback.
And that's about it. Thanks a ton for using some of my weapon sprites. Glad they're very helpful with the project! Looking forward to the update.
Hii! thanks for the input!
let me explain a few things here and there
Spoiler: just mentioning a few things
then again, thanks A LOT for your feedback! and of course for the weapon sprites too :mrgreen:

Edit: i forgot to mention, the strafe tilting option works just fine on my end, are you loading Tilt++ over Hellrider by any chance?

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