OmniVehicles v0.3.4 - new mech sprites!

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Weddingcake99
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Re: OmniVehicles v0.3.0 - THE SECOND MECH HAS ARRIVED!

Post by Weddingcake99 »

You said it uses the brutal friends beacon item. Does that mean I wouldn't be able to play this with brutal friends?
Craneo
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Re: OmniVehicles v0.3.0 - THE SECOND MECH HAS ARRIVED!

Post by Craneo »

it uses a item based on it's code, but not the actual item or names from what I remember, so it should work, the one it doesn't work with is Brutal Doom v21 since it has duplicated actors and ACS for that one, but it should work if you're using Brutal Friends and any other mod + older versions of BD or similar

personally, I wish I had the motivation to clean up the code and rename actors so it could work with BD, but I admit, when I see things that make me feel are too big for me, I lose motivation, so no update is planned for now...
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Spaceman333
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Re: OmniVehicles v0.3.0 - THE SECOND MECH HAS ARRIVED!

Post by Spaceman333 »

Tbh brutal doom should be the one to clean up its code, since its full of nonsense and bugs that break mods by default.

I've been using this addon a lot in my playthroughs and its really enjoyable. The feeling of getting into the vehicle, doing the start-up sequence and then going full carnage mode in wiping out scores of demons or turning a desperate situation into a power stomp is really satisfying.

The only few things that muddle the experience is the:
- Rocketlauncher sound I find annoying and loud by preference.
- Sometimes getting into vehicles and then getting out of them causes me to still have the health of the vehicle on my character, leading to 1200 hp doomguy running around. Perhaps its other mods causing this problem either via characters having different health mechanics/values or increased max health or health regeneration that I use via Lud's Custom Doom mod.
- The destroyed wreck of a tank stays at the location without vanishing, probably forever. In some cases it blocks the view since the wreck 3d model object is somewhat tall and wide. Would be great if it would fade away after 5 seconds due to burning down to ash or something.
- Shotguns on the ballistic mech seem too weak / slow / underwhelming compared to its other weapon.

Besides that, I still love and continue to use the mod. All the vehicles are competent and fun to use, are well balanced and work without any errors or problems. It is definitely awesome it was made and released.
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TXTX
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Re: OmniVehicles v0.3.0 - THE SECOND MECH HAS ARRIVED!

Post by TXTX »

Spaceman333 wrote:Tbh brutal doom should be the one to clean up its code, since its full of nonsense and bugs that break mods by default.
So true.

Back to the mod:
You had me at tanks. Love super compatible mods.
Craneo
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Re: OmniVehicles v0.3.1 - some small updates

Post by Craneo »

decided to make an update based on some of the critiques you gave, as well as finally attempting to implement Capt J's idea of making the tanks eviroment resistant, there are new sounds for the weapons, which now come from Doom 3, and all the Mech's sounds are now based in sounds from Megaman X4 I found fitting, as for the "health" thing, idk what causes that as I haven't run into that yet so far, it could be the regenerating health you talked about, maybe I'll check that out, not sure

EDIT 3: v0.3.2 has the issue with eviromental resistance finally fixed, go redownload pls, sorry for the uncovinence
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Captain J
 
 
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Re: OmniVehicles v0.3.2 - FINALLY fixed the eviromental resi

Post by Captain J »

Megaman X4? Oh yeah, it had ridable mech like Ride Armor and it sounds fitting!

And i wonder if you're going to add metal slug sound effects for the tanks as well. Or is it just me? :D
Craneo
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Re: OmniVehicles v0.3.2 - FINALLY fixed the eviromental resi

Post by Craneo »

I'll be honest, only Metal Slug I ever played was the GameBoy one, and I didn't finish it... :cry:
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CBM
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Re: OmniVehicles v0.3.2 - FINALLY fixed the eviromental resi

Post by CBM »

So cool

I love mods with tanks
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Spaceman333
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Re: OmniVehicles v0.3.1 - some small updates

Post by Spaceman333 »

Craneo wrote:decided to make an update based on some of the critiques you gave, as well as finally attempting to implement Capt J's idea of making the tanks eviroment resistant, there are new sounds for the weapons, which now come from Doom 3, and all the Mech's sounds are now based in sounds from Megaman X4 I found fitting, as for the "health" thing, idk what causes that as I haven't run into that yet so far, it could be the regenerating health you talked about, maybe I'll check that out, not sure
Celebration time! I am super happy for this update, thank you! :D

New sounds and enviro-resist are excellent additions, I am more than satisfied with these.

I'll try playing without health+armor regen and see if it works fine without it. Its not a big deal, but if you can solve it, i'd be a cool bonus. I'll play this regardless of it gets fixed or not, the vehicle experience is just that good anyway.
(I have it set up via Lud's Custom Doom as 300 max hp, 1hp per 3 sec regen, max 20 only emergency armor regen per 40 sec)
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Linz
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Re: OmniVehicles v0.3.2 - FINALLY fixed the eviromental resi

Post by Linz »

So while playing Embers of Armageddon with this mod,I tried getting into one of the vechiles and the game crashes
Craneo
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Re: OmniVehicles v0.3.2 - FINALLY fixed the eviromental resi

Post by Craneo »

well, Embers of Armageddon has advanced player movement, which could be the reason it crashes with it, I remember experiencing issues with the vehicles and PB's ledge grab, it really isn't made for mods with such complex movement

on other news, with the release of Spookolungest's Project Complexity, I went and made a patch to fix some stuff between both mods, still requires the main vehicles file tho
https://www.dropbox.com/s/v6i01q0xm5vwm ... 1.pk3?dl=0

EDIT: patch link updated, had to fix some stuff;
https://www.dropbox.com/s/lnalgxtej0s0z ... 2.pk3?dl=0
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Spaceman333
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Re: OmniVehicles v0.3.2 - FINALLY fixed the eviromental resi

Post by Spaceman333 »

Craneo wrote:...on other news, with the release of Spookolungest's Project Complexity...
Can't seem to find this either on google or the forums, can you provide a link to that mod?
Craneo
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Re: OmniVehicles v0.3.2 - FINALLY fixed the eviromental resi

Post by Craneo »

I remember there being a thread, but the mod is only released on Youtube as of right now AFAIK, you should ask Spookulongest for the link to it

also, here is another update for the Complexity patch that fixes more HUD stuff
https://www.dropbox.com/s/trl487i5yb8j3 ... 3.pk3?dl=0
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TheNightATK300
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Re: OmniVehicles v0.3.2 - FINALLY fixed the eviromental resi

Post by TheNightATK300 »

Problem... you can still use the items inside the mech (whatever mech) and you can enter any vehicle inside, which results the entering vehicle being destroyed and giving you a crapton of health and the enviromental resistance item (that you somehow have).
Craneo
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Re: OmniVehicles v0.3.2 - FINALLY fixed the eviromental resi

Post by Craneo »

I didn't notice that bug, as I've never tried to get inside another vehicle while already in one, I should try to see how to fix this, thought I am not that good of a coder, so it may take me a while (like the eviromental damage took me a while too)

Ok, so thanks to TonyUBares on the Complexity Discord I was able to fix the issue, big credits to them!
https://www.dropbox.com/s/hg7sgnfl1ww2g ... 3.pk3?dl=0

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