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

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Dr_Cosmobyte
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Re: Hellrider v0.8b - Swift demon killing!

Post by Dr_Cosmobyte »

As for the proximity mine, i heavily suggest to make it shootable.
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Captain J
 
 
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Re: Hellrider v0.8b - Swift demon killing!

Post by Captain J »

I concur. That would even the meaning of booby trap - Before the enemy breaking through the trap, you shoot at it and then it's a complete foolproof.

Oh and btw, MP7's firing sound effect gets cut off by its reloading sound. And about the Railgun, i found it rather interesting that the pickup sprite is very large and would smoke the whole screen when i'm firing while aiming.
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mutator
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Re: Hellrider v0.8b - Swift demon killing!

Post by mutator »

i love this mod and i wont stop playing it even without any further weapon polishing but are you planning to polish the weapons abit more? they look great as is so its understandable if you dont want to, really nice mod i love this just like i love trailblazer and few other popular mods
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Captain J
 
 
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Re: Hellrider v0.8b - Swift demon killing!

Post by Captain J »

I thought weapon sprites are fine as they are? What flaw they have, specifically? The Animation? Fuzzy pixels?
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YasuoProjectX
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Re: Hellrider v0.8b - Swift demon killing!

Post by YasuoProjectX »

I love Vaporwave and Retrowave weapons, like this one
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mutator
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Re: Hellrider v0.8b - Swift demon killing!

Post by mutator »

Captain J wrote:I thought weapon sprites are fine as they are? What flaw they have, specifically? The Animation? Fuzzy pixels?
yes they are fine but assault rifle has a bit of pixels in it rest of them look smoother especially the combat shotgun, like i said this mod is good with or without polishing some weapons it has so i am not gonna stop playing it either way :)
Josko
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Re: Hellrider v0.8b - Swift demon killing!

Post by Josko »

Very cool mod, I really enjoyed the slide function ^^

I just wonder why is the handguns held side ways? It looks really weird. but maybe it is supposed to look like that ^^

Also some weapons feel weak like the double barrel shotgun and should be buffed aswell as the handguns.

In my experience weak weapons becomes extremely boring to use, but buffing them so they are just under overpowered makes the same game suddenly very fun to use :P
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Endie
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Re: Hellrider v0.8b - Swift demon killing!

Post by Endie »

ohh I'm really glad to see new comments in here!
Josko wrote:Very cool mod, I really enjoyed the slide function ^^

I just wonder why is the handguns held side ways? It looks really weird. but maybe it is supposed to look like that ^^

Also some weapons feel weak like the double barrel shotgun and should be buffed aswell as the handguns.

In my experience weak weapons becomes extremely boring to use, but buffing them so they are just under overpowered makes the same game suddenly very fun to use :P
The MK 23 is held "sideways" as a tactical system called "Center Axis Relock". It helps a lot with recoil control and is very useful in CQB situations - which most of the typical Doom are set in

as for the damage value, yeah, I can tweak that. However, for fast-firing weapons such as the MK 23, I can't increase the damage too much considering how thin the "Under OP to actually OP" line is. Of course, I can try new re-balance and all, expect news soon!
mutator wrote:yes they are fine but assault rifle has a bit of pixels in it rest of them look smoother especially the combat shotgun, like i said this mod is good with or without polishing some weapons it has so i am not gonna stop playing it either way :)
I'll see what I can do about this, I can't promise much though. Still, I'm glad you enjoyed the mod so far
Wivicer wrote:I'm not sure I understand what's happening with the mp7 reload when the gun is empty. It looks like she jams the magazine in and then just holds it there for a bit?
Yeah, pretty much. The bolt closes offscreen, actually. I should work on new visuals anyway since the overall MP7 sprites look kinda smooth compared to the others
Dr_Cosmobyte wrote:As for the proximity mine, i heavily suggest to make it shootable.
Captain J wrote:I concur. That would even the meaning of booby trap - Before the enemy breaking through the trap, you shoot at it and then it's a complete foolproof.

Oh and btw, MP7's firing sound effect gets cut off by its reloading sound. And about the Railgun, i found it rather interesting that the pickup sprite is very large and would smoke the whole screen when i'm firing while aiming.
Consider it done, now Proximity mines are shootable! At least on my dev build of the mod :P

And yeah, I'm not happy with the sounds for the MP7 either. Will probably revamp it's sound design in the next version
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Yebudoom
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Re: Hellrider v0.8b - Swift demon killing!

Post by Yebudoom »

Endie wrote:as for the damage value, yeah, I can tweak that. However, for fast-firing weapons such as the MK 23, I can't increase the damage too much considering how thin the "Under OP to actually OP" line is. Of course, I can try new re-balance and all, expect news soon!
I'd say the damage on the MK23 is pretty much perfect. Its ROF makes up for the lower damage. Buffing it would also mean that you'd need to buff the DEagle (so having the DEagle would still have sense, as it's supposed to be the stronger handgun), and that's overkill. It's just right as it is, imo.
Last edited by Yebudoom on Wed Jun 24, 2020 11:15 am, edited 1 time in total.
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Irrevenant
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Re: Hellrider v0.8b - Swift demon killing!

Post by Irrevenant »

This is really cool, though that camera effect, I don't know what to call it, but it pushes your aim back left when you aim right and vice versa, that's super awkward and uncomfortable. Is there any way to turn that off? I didn't see an option for it in the Camera menu.

Edit: Ahah. Nevermind, I'm a dumb, I found it. It was the "real aim function", for anyone else that needs to know.
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Captain J
 
 
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Re: Hellrider v0.8b - Swift demon killing!

Post by Captain J »

Yeah, indeed. I was about to reply you, but glad you solved the issue. Anyway you also can toggle the ratio(Speed, Angle, Intensity and etc) on each tilting section at Tilt++ Options to make it less intense, but still maintained.

Now it make me wondering, is toggling the real aim function ratio, strong to weak possible?
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Irrevenant
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Re: Hellrider v0.8b - Swift demon killing!

Post by Irrevenant »

Having played a bit more, I can see myself playing this a LOT. The smoothness of the animations, and the weapon sounds are all great. I love the quick melee, and making the grenade recharge is also really neat. The pistol using the center axis relock is something I've never seen before in a game and it's super cool. Though the ADS sprite is off to the left just a little bit, and as far as I've seen it's the only one not perfectly lined up with the crosshair.
Captain J wrote:Yeah, indeed. I was about to reply you, but glad you solved the issue. Anyway you also can toggle the ratio(Speed, Angle, Intensity and etc) on each tilting section at Tilt++ Options to make it less intense, but still maintained.
I did see that. Movement and turn tilting are a bit too odd feeling for me, but I left strafe tilt on.
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AestheticalDuder
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Re: Hellrider v0.8b - Swift demon killing!

Post by AestheticalDuder »

I literally had to make an account just to post that I absolutely LOVE this mod and the way it handles gunplay. The base shotgun feels super powerful and really crisp, the starter pistols feel snappy and responsive, the movement options are REALLY strong in like, the best way possible

This is quickly becoming one of my favorites. Definitely going to be eyeing this with great interest in any future updates!
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Edward-The-Hazardous
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Re: Hellrider v0.8b - Swift demon killing!

Post by Edward-The-Hazardous »

Finally. Some good fucking food.

Also, the bullets for the railgun/gauss cannon don't have proper transparency, so you might want to look into that.

So far, this is amazing! Can't wait to see more of it.
PatCatz2004
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Re: Hellrider v0.8b - Swift demon killing!

Post by PatCatz2004 »

Hey uhm Endie, you had an alt download link for Hellrider? my gmail drive doesnt work for that tho

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