[WIP] Malice - Version 1.0pre5 [BURNING MELEE!]

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TheRailgunner
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Re: [WIP] Malice - Version 1.0pre [SUPER SHOTGUN]

Post by TheRailgunner »

m_falcone wrote:Quick review time.
All in all a very good update, bringing in a lot of good stuff. Reinforcements being removed doesn't really affect me as I used them sparsely. I like the feature of the tractor beam pulling items towards you. Quite fun to play around with. Dash speed being increased is nice. Weapon proficiencies are very good and I like trying out new classes. Now about the Trinity Tri-Barrel. Spritework and animations are top notch and the weapon is fun as hell to use. Primary fire does cause a little noticeable frame drops when firing at medium range and intensifies at far range. This frame drop is absent in the alt fire. All things considered, this update is extraordinary. Good work. Update: I have also discovered a 'bug' that drastically reduces performance in maps for no discernable reason. The previous version runs very well but somehow the newest update is very heavy on fps, even when just looking around.
I'm wondering what's causing this - might be movement script changes I made recently.

I optimized the HUD somewhat - it should help with performance somewhat.
m_falcone
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Re: [WIP] Malice - Version 1.0pre [SUPER SHOTGUN]

Post by m_falcone »

HUD optimization did something, it runs a bit better but the problem still remains. For example on Map07 of TNT 'The Prison, Malice version 052321(pre trinity) ran like butter, no fps drops that I could notice. But with the latest version, as soon as I start the map, the framerate goes for a toss. This happens even with the HUD optimized version.
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TheRailgunner
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Re: [WIP] Malice - Version 1.0pre [SUPER SHOTGUN]

Post by TheRailgunner »

m_falcone wrote:HUD optimization did something, it runs a bit better but the problem still remains. For example on Map07 of TNT 'The Prison, Malice version 052321(pre trinity) ran like butter, no fps drops that I could notice. But with the latest version, as soon as I start the map, the framerate goes for a toss. This happens even with the HUD optimized version.
I added a CVAR for Tractor Beam-movable items I suspect that this may be the cause of the FPS drop, so I reworked the new item pickups to spawn their Decorate equivalents instead if the CVAR is turned off as a performance-improvement option. Right now the sole exceptions are the keys and the Soulsphere, which have no Decorate variants in Malice.

Also, I fixed the Trinity's shell ejection, so it should feel a lot more Super Shotgunny. I'm gonna keep the filename constant going forward as this version of the mod is very nearly final.
m_falcone
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Re: [WIP] Malice - Version 1.0pre [SUPER SHOTGUN]

Post by m_falcone »

That did the trick, runs buttery smooth once again. Thank ye mon ami. Found a few more bugs where the Quad Damage power up doesn't show up and it is replaced by a red caution sign and the Railgun has a really tiny chance of being gotten on a SSG spawn though I don't know if this is a bug or intentional.
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TheRailgunner
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Re: [WIP] Malice - Version 1.0pre [SUPER SHOTGUN]

Post by TheRailgunner »

m_falcone wrote:That did the trick, runs buttery smooth once again. Thank ye mon ami. Found a few more bugs where the Quad Damage power up doesn't show up and the Railgun has a really tiny chance of being gotten on a SSG spawn though I don't know if this is a bug or intentional.
I haven't figured out how I'm gonna deal with the SSG spawn and all - I'm thinking I'm probably just gonna have it spawn both the railgun and the Trinity.

I haven't run into the Quad Damage bug yet, but it might have to do with items moving upon spawn. On that note, powerups and a few other items are animated again, and the Soulsphere and key items now have Decorate replacements for when movable items use too many resources.

EDIT - Slight improvements:

*SSG spawn reconfigured - it now spawns both the N12 Railgun and the Trinity SSG
*Bright keywords removed from new item pickups as needed
*Visual artifacts removed from Jab melee and CFG sprinting/dashing animations
*Trinity SSG no longer needs to be reloaded upon pickup
CanisLaticanis
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Re: [WIP] Malice - Version 1.0pre [SUPER SHOTGUN]

Post by CanisLaticanis »

Quick bug I found: you can still access the damaged N4 Sidearm after getting a fully-functioning one. EDIT 2: Derp, just re-read the description. Though I'm kinda hesitant to say a self-destructing pistol is worth keeping it around? At least give an option to just discard it once you've gotten the pristine one.

EDIT: Okay, a couple other things:
  • The Surfit Torment's first person idle sprite is positioned such that there's a gap between it and the bottom of the screen.
  • The 'Quad Damage' pickup apparently has no frames - shows up as just a red diamond with a yellow exclamation point on it. It also can't be picked up.
  • Several weapon equip/unequip animations appear to have a slight black 'edge' on the right side - the N10 shotgun, Surfit Torment, Proximity Control Rifle, and N7 battle rifle specifically.
  • Surfit Torment is empty when first equipped and needs to be reloaded.
  • N4 Sidearm's "Antimatter Scattering Rounds" fire animation seems to be missing frames.
  • Tractor beam primary fire is leaving bullet holes.
  • And now for something just weird: the railgun is perfectly fine when unzoomed, but lags when I fire it zoomed.
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TheRailgunner
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Re: [WIP] Malice - Version 1.0pre [SUPER SHOTGUN]

Post by TheRailgunner »

CanisLaticanis wrote:Quick bug I found: you can still access the damaged N4 Sidearm after getting a fully-functioning one. EDIT 2: Derp, just re-read the description. Though I'm kinda hesitant to say a self-destructing pistol is worth keeping it around? At least give an option to just discard it once you've gotten the pristine one.

EDIT: Okay, a couple other things:
  • The Surfit Torment's first person idle sprite is positioned such that there's a gap between it and the bottom of the screen.
  • The 'Quad Damage' pickup apparently has no frames - shows up as just a red diamond with a yellow exclamation point on it. It also can't be picked up.
  • Several weapon equip/unequip animations appear to have a slight black 'edge' on the right side - the N10 shotgun, Surfit Torment, Proximity Control Rifle, and N7 battle rifle specifically.
  • Surfit Torment is empty when first equipped and needs to be reloaded.
  • N4 Sidearm's "Antimatter Scattering Rounds" fire animation seems to be missing frames.
  • Tractor beam primary fire is leaving bullet holes.
  • And now for something just weird: the railgun is perfectly fine when unzoomed, but lags when I fire it zoomed.
Alright, SO:

*I lowered all of the Surfeit Torment's sprites by 1 pixel - seems to have done the trick.
*I put the CVAR detection code pointers in the wrong place - just fixed it.
*I thought I got rid of all of those - I'll go in and clean those up tonight or tomorrow morning.
*Also fixed.
*Gonna have a look at this one tomorrow morning - I honestly had no clue up until now.
*This one's on my to-do list...somewhere.
*I honestly don't know what's up with this one - maybe I missed something?

At any rate, I took a whack at fixing a few of these right now, as I am fairly sleepy. I'll do what I can about the rest in the morning. On a sidenote, having the damaged N4 be removable/destructible is in the cards - I'm just lazy.
CanisLaticanis
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Re: [WIP] Malice - Version 1.0pre [SUPER SHOTGUN]

Post by CanisLaticanis »

TheRailgunner wrote:
CanisLaticanis wrote:
  • And now for something just weird: the railgun is perfectly fine when unzoomed, but lags when I fire it zoomed.
*I honestly don't know what's up with this one - maybe I missed something?
Yeah, I got nothing. Not seeing any error output in the console, and I don't know why it would happen. Only thing I can think of is maybe it's a particle effect misbehaving?

Also the Proximity Control Rifle's primary fire lags on my laptop, but that's kinda a given with how many explosion effects it spawns. Maybe have another CVAR to reduce the effects on it in particular, since it's an outlier compared to most every other weapon?
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TheRailgunner
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Re: [WIP] Malice - Version 1.0pre [SUPER SHOTGUN]

Post by TheRailgunner »

CanisLaticanis wrote:
  • Several weapon equip/unequip animations appear to have a slight black 'edge' on the right side - the N10 shotgun, Surfit Torment, Proximity Control Rifle, and N7 battle rifle specifically.
  • N4 Sidearm's "Antimatter Scattering Rounds" fire animation seems to be missing frames.
  • Tractor beam primary fire is leaving bullet holes.
So, I went in this morning and fixed these - as it turns out, the black edges were much more common in the sprites than I initially thought (the M-Zero and Scorpion Tractor Beam also had this issue). I also remedied the missing frames for the N4's alternate Altfire and finally removed the decal from Tractor Beam projectiles.

I'll have to take a better look at the N12's projectiles and firing states to find the root of the problem (I assumed it was an issue with trying to render that many layered effects in a straight line while you try to look through them all).

The link is the same, I just feel compelled to put it in update posts - still, it feels good to clean up lingering problems with the mod. I'll see what I can do about an Explosion CVAR.
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TheRailgunner
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Re: [WIP] Malice - Version 1.0pre [SUPER SHOTGUN]

Post by TheRailgunner »

So, I've been working on optimizing the FX further - the N12's primary fire shouldn't kill the FPS anymore, especially while zoomed. The altfire is still in progress; I've improved it somewhat, but it still slows the game down. Apart from that, I've also been trying to reduce the FX in general, which seems to have succeeded so far.

Also, I had fun editing WildWeasel's Nazis v2 to be enemies-only. Why? So I could do THIS:



Even Infinity Legionnaires should be given the opportunity to kill Nazis, and the Legion is more than happy to oblige! I'd have to see if Weasel is alright with me uploading the enemies-only version (Weasel's official stance is to be asked before making a patch or fork of Nazis; hence, I have not provided a link, and won't do so until I get Weasel's OK). In the meantime, enjoy this video of an Infinity Legionnaire plowing through hundreds of Nazis for just under eleven minutes (it also functions as a showcase for the Trinity Super Shotgun).

One other minor change is the M-Zero's firing animation - I gave it a lot more oomph. I'm probably going to work on the N7's firing animation as well, though I have to strike a balance with that one since it shouldn't seem like the firearm equivalent of carrying a kennel filled with enraged demon-possessed ferrets.

Also, if you want to download the enemies-only version of Weasel's Nazis, follow this link to guns and glory!
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TheRailgunner
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Re: [WIP] Malice - Version 1.0pre [STAFF WEAPON]

Post by TheRailgunner »

Update time:

*Imported a weapon from The Trooper with new sprites - the Ma'tok Staff Weapon, the primary infantry weapon of Jaffa warriors in the service of the Goa'uld. Unlike its counterpart from The Trooper, this version's destructive power hews very close to its appearances in Stargate SG-1 - it's not overly powerful, and has somewhat randomized damage output (weapons in Malice normally deal a fixed amount of damage with no randomization) to reflect the inconsistency of the weapon's damage to humans and humanoid lifeforms as shown on-screen, itself a commonly abused trope in there series. Basically, it might kill a low-level enemy, or merely wing it pretty severely. The obvious benefit of the Staff Weapon is its limitless ammo supply, itself balanced by the weapon's poor damage output. Altfire allows the the use of what I've referred to as the Bra'tac Burst, which fires weaker bolts at a much higher rate-of-fire; they lose accuracy fairly quickly, however, and the Staff Weapon can only handle so many of these shots in sequence before a brief cooldown period; that said, the burst attack has much greater damage output in general. Like Malice's other weapons, it benefits greatly from the Golden Arsenal Super Move - in fact, it has a greater damage multiplier (10x, compared to 5x for other weapons); the only other weapon that deals that much more damage than it's non-Super projectile is the Surfeit Torment revolver. The projectiles' speed has been doubled compared to their Trooper counterparts.
*I've applied a broad-spectrum nerf to the shotguns and rifles - the N7 now deals a baseline damage of 20 (30 if playing with an N7 start), the M-Zero deals 75, the N10 deals 90 (126 if starting as Advance Guard), and the Trinity deals 450/375 (600/525 for Advance Guard). This also decreases the damage that the Proximity Control Rifle's Altfire deals, as it uses the N7's projectile.

Things that I'm considering adding:

*Reconfiguring the Quick Melee and Quick Grenade control scheme entirely, from User 1 and User 4 to User 1+Directional Key, with Left, Right, and Forward tied to the Jab, Cross, and Kick, respectively, and Backward tied to the Quick Grenade. I'll see if it can be done without making either function overly cumbersome in-game.
*Creating a Simple Version of Malice, which omits Supers and extraneous weapon functions; depending on how far I go with it, possibly the Quick Melee and Quick Grenade as well.

EDIT: Updated the Staff Weapon's pickup sound and message, as well as it's obituary message. Make demons kneel before their god here!
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TheRailgunner
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Re: [WIP] Malice - Version 1.0pre [SPRINT ANIM TOGGLE]

Post by TheRailgunner »

Minor update: I've added a toggle under "Malice Options" that gives the player the ability to disable "sprinting sway".

It doesn't seem like much, but I'll let you be the judge of that.

EDIT: Also added an option that turns off the movement speed changes during firing and reloading.
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The Nameless Watcher
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Re: [WIP] Malice - Version 1.0pre [SPRINT ANIM TOGGLE]

Post by The Nameless Watcher »

Much appreciated. Turning the sprinting stuff off increased my enjoyment of this by a surprisingly large amount
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TheRailgunner
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Re: [WIP] Malice - Version 1.0pre [SPRINT ANIM TOGGLE]

Post by TheRailgunner »

The Nameless Watcher wrote:Much appreciated. Turning the sprinting stuff off increased my enjoyment of this by a surprisingly large amount
I'm glad to hear it!

At any rate, I decided to experiment with some stuff for the last player class - mainly, some blatant advantages:

*M-Zero class fires repeat shots with the N10 Shotgun much more quickly; this effect is most pronounced when firing manually as opposed to relying on A_Refire. I mainly wanted to convey significantly less recoil for this class (as opposed to the BIG RECOIL the other classes experience). In addition, this class also reloads the Trinity Super Shotgun faster.
*Working on increased reload speeds for the final class as well - currently, it's most obvious with the shotguns and rifles.
*Experimenting with "lighter" firing animations for the N7 - while currently reserved for the M-Zero class, I may ultimately make them standard.

I'm also hoping to give this player class a different set of Super Moves, and possibly different melee attacks.

You know the drill.
CanisLaticanis
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Re: [WIP] Malice - Version 1.0pre [SPRINT ANIM TOGGLE]

Post by CanisLaticanis »

I found a few more minor things.
  • You missed a bit of black boarder on the right side of the Heavy Sidearm reload animation (both normal and damaged), as well as the weapon equip animation for the Proximity Control Rifle.
  • Is it just me, or is the K-JACK really loud? I swear I hear the audio clipping when I fire. I'm running the most recent version of GZDoom, FYI.
EDIT: Minor idea I just had: an option to start with the Surfit Torment instead of the damaged N4.

EDIT2: Found another bug, the shotgun's 'ADS' function has a very short delay before it can activate again.
Last edited by CanisLaticanis on Fri Jul 16, 2021 9:57 am, edited 1 time in total.

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