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

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ValeriePalerie
Posts: 28
Joined: Fri Aug 23, 2019 3:10 am
Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP] Malice - Smooth As Hell [PLAYTESTING HAS BEGUN]

Post by ValeriePalerie »

Getting some debug text that seems to relate to the shield overlay transparency on the latest GZDoom devbuild.
TheOldKingCole
Posts: 245
Joined: Wed Jan 30, 2019 7:12 pm

Re: [WIP] Malice - Smooth As Hell [PLAYTESTING HAS BEGUN]

Post by TheOldKingCole »

ValeriePalerie wrote:Getting some debug text that seems to relate to the shield overlay transparency on the latest GZDoom devbuild.
Okay so a couple of things I noticed

First, if you hold down the weapon zoom key the weapon will automatically zoom in and out rapidly, I know there is a way to fix this, but I don't remember it at the moment
Second, Even Though I am supposed to change my resolution to a 16:10 aspect ratio, the hud worked just fine in 16:9
Third, I'm not a big fan of all the random text on the center screen, if that could be moved to the bottom or top of the screen or removed outright that would be great, it makes seeing what the weapon alt modes text is frustrating
.
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TheRailgunner
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Joined: Mon Jul 08, 2013 10:08 pm

Re: [WIP] Malice - Smooth As Hell [DEMO 2 HOTFIX]

Post by TheRailgunner »

TheOldKingCole wrote:
ValeriePalerie wrote:Getting some debug text that seems to relate to the shield overlay transparency on the latest GZDoom devbuild.
Okay so a couple of things I noticed

First, if you hold down the weapon zoom key the weapon will automatically zoom in and out rapidly, I know there is a way to fix this, but I don't remember it at the moment
Second, Even Though I am supposed to change my resolution to a 16:10 aspect ratio, the hud worked just fine in 16:9
Third, I'm not a big fan of all the random text on the center screen, if that could be moved to the bottom or top of the screen or removed outright that would be great, it makes seeing what the weapon alt modes text is frustrating
.
ValeriePalerie wrote:Getting some debug text that seems to relate to the shield overlay transparency on the latest GZDoom devbuild.
And theeeeere's the hotfix I was talking about!

Sorry, I knew I forgot to do something before I went to sleep (there's a bug with the shield display - was trying to figure out where the offending portion of the script was).

Anyway, uploaded a new copy of Demo 2 with the debug text removed - link is still the same. Also, didn't realize that 16:9 worked as well, so I'll have to include that in what I'm just now deciding to refer to as the "Malice Playtester's Packet" (the list of suggestions and tips I send out when I eventually respond to playtester requests).
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ValeriePalerie
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Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP] Malice - Smooth As Hell [DEMO 2 HOTFIX]

Post by ValeriePalerie »

I've also noticed that holding jump pushes me straight up to the ceiling and then lets me aim-glide, and on the default "extra jumps" setting of 1 I can infinitely hop through the air
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TheRailgunner
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Re: [WIP] Malice - Smooth As Hell [DEMO 2 HOTFIX]

Post by TheRailgunner »

ValeriePalerie wrote:I've also noticed that holding jump pushes me straight up to the ceiling and then lets me aim-glide, and on the default "extra jumps" setting of 1 I can infinitely hop through the air
There actually shouldn't still BE an "extra jumps" setting - I essentially made it ineffective by giving the player infinite jumps, so I guess I'll be removing that portion of the Options menu shortly.

Holding jump reduces the player's gravity to 12% of normal as long as it's held down; this is mainly intended to serve as a primitive thruster system (from a code standpoint, anyway - I'm sure if I set my mind to it, I could make a more accurate thruster system) - it's intentional. I might increase the gravity level on thrusters to lessen their vertical range (currently, one can, for example, jump to nearly the top of the center of the starting area of Doom 2's Map 09: The Pit before beginning to descend).
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TheRailgunner
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Re: [WIP] Malice - Playtesters Welcome [DEMO 3]

Post by TheRailgunner »

Sent out Demo 3 (if I missed you, feel free to PM me and I'll fix it):

*Thruster jump height decreased
*Debug text removed - related, shield bugs with high armor values fixed
*IDFA/IDKFA now gives proper armor instead of vanilla Blue Armor - in addition, cheats no longer give the N7 a magazine loaded with 480 rounds unless you have a Hyperspace Mag, which technically isn't ammo and thus isn't granted via cheats.
*Shotgun reload sequence altered - pump now happens after the first shells are loaded if the weapon either hasn't been pumped after being fired last or if empty.
*Some minor improvements to sprint-to-fire/reload transitions in general, especially for the N12.

EDIT: Had a go at trying to align projectile pitch with crosshair position, to mixed results. It seems to become more accurate the further targets away, but all projectiles should hit closer to their mark in general now. Also, fixed a bug with dashing from Zoom after firing.
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Turnock
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Joined: Mon Sep 21, 2020 6:29 pm
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [WIP] Malice - Playtesters Welcome [DEMO 3]

Post by Turnock »

Alright, so far, I did a half playthrough of Doom 2 playing with just this mod, no addons.

Overall, I do love the way these weapons work, having a secondary and primary while still retaining sights, love it. I think the infinite jumping feels rather off, I like mods with added mobility and using it to break maps. But the infinite jumps in this just feels a little too easy to break maps, since you can infinitely float pretty much. I think a limited thruster time(Thrusters could give you x number of seconds in air that either recharges after a set amount of time or upon touching ground) coupled with limited jumps would work better (Perhaps a pickup you could find that gives you more jumps, could be interesting). But this is up to the Mod Authors discretion, TheRailgunner, it is your mod, and I am so far really enjoying it. I enjoyed The Trooper as well, the weaponry in that mod always felt so unique compared to other mods.

The Shield and Health system feel pretty good, Limited shield recharge coupled with overshield is really fun to use. Makes armor pickups feel more useful when you can pick them up and go all in on a rampage. Never felt like I was an unkillable machine when it came to health.

But I must say, the Nishimura Seven Battle Rifle feels a tad overpowered, the primary fire Gibs imps and zombiemen alike. Not sure if that is the intended effect, but it shreds everything that gets in its way, not including the secondary explosive rounds. The rifle gibs zombiemen with one shot, its kind of crazy.

In the spoiler below are my takes on all the weapons
Spoiler:
Only thing i found a little off putting was the lack of sounds on some things, but I am sure that's just because they haven't been added yet. I do hope you add a sound for when you punch walls, not sure why it bothers me when hitting a wall makes no sound. guess its just one of my little nitpicks.

I will keep testing this out and let you know how this holds up in other scenarios. Cause so far, this weapon pack is quite fun to play and the overall aesthetic is pretty cool.

Edit:
Almost forgot to add, I think the overall experience could use some quick grenades, something that can be used to help deal with crowds, since most of the weapons are not best suited for crowd removal without using secondary ammo.
Last edited by Turnock on Wed Sep 23, 2020 12:21 pm, edited 1 time in total.
Gizzard97
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Joined: Thu Sep 03, 2020 2:53 am

Re: [WIP] Malice - Playtesters Welcome [DEMO 3]

Post by Gizzard97 »

Could I have a link to Demo 3? I'm still new to the forum so I wasn't able to PM you.
JohnnyLongWang
Posts: 3
Joined: Wed Sep 23, 2020 8:12 am
Graphics Processor: Intel (Modern GZDoom)

Re: [WIP] Malice - Playtesters Welcome [DEMO 3]

Post by JohnnyLongWang »

Hello, this mod looks very nice I would love to try this. Could you send me a link?
JohnnyLongWang
Posts: 3
Joined: Wed Sep 23, 2020 8:12 am
Graphics Processor: Intel (Modern GZDoom)

Re: [WIP] Malice - Playtesters Welcome [DEMO 3]

Post by JohnnyLongWang »

I’ve just tested DEMO 3 and this mod is looking good so far. Just a quick review of this epic mod.
The mod seems to be working well with add-ons like Brutal Doom Monsters only and the Project Brutality Monsters Standalone add-on.
The weapon sprites look detailed and very nice. Reloading animations and the punching animations are very smooth. The shotgun in particular is my favourite weapon, the recoil of this weapon is smooth and it’s satisfying every time I use it. However, ADS with the shotgun is glitchy. Sometimes when going ADS, it automatically zooms back out. The battle rifle is a little bit too OP and gibs the monsters almost every time, maybe lower the damage? All the weapons could sound louder and beefier with more personality. Also, I’m playing on my MacBook Air and the fire effects look great, but I suggest optimising the effects further for the Low End PCs. The movement mechanics is very fun, jumping and dashing around enemies really adds an extra layer to the gameplay. However, I’m not liking the infinite jumps because it allows you to exploit maps which kind of ruins the overall gameplay. Overall this mod is looking awesome and it's well on its way :D
Irozu19
Posts: 3
Joined: Thu Sep 24, 2020 4:50 pm

Re: [WIP] Malice - Playtesters Welcome [DEMO 3]

Post by Irozu19 »

Long time lurker, I'd love to play test if you still need people
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TheRailgunner
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Joined: Mon Jul 08, 2013 10:08 pm

Re: [WIP] Malice - Playtesters Welcome [DEMO 3]

Post by TheRailgunner »

Irozu19 wrote:Long time lurker, I'd love to play test if you still need people
Awesome - the way I've been doing it is this, essentially:

*Send demo to playtesters
*Receive feedback, work on next demo
*If more playtesters request a copy, I wait until the in-progress demo is ready, mainly so I have time to work on issues/bugs/suggestions that playtesters report before sending it to new playtesters; doing so avoids getting feedback on issues that have been already fixed from new playtesters
*Repeat until Malice is ready for release

In short, Demo 4 is almost ready to go out, probably today or tomorrow, and I'll send you a link when it is.
JohnnyLongWang wrote:I’ve just tested DEMO 3 and this mod is looking good so far. Just a quick review of this epic mod.
The mod seems to be working well with add-ons like Brutal Doom Monsters only and the Project Brutality Monsters Standalone add-on.
The weapon sprites look detailed and very nice. Reloading animations and the punching animations are very smooth. The shotgun in particular is my favourite weapon, the recoil of this weapon is smooth and it’s satisfying every time I use it. However, ADS with the shotgun is glitchy. Sometimes when going ADS, it automatically zooms back out. The battle rifle is a little bit too OP and gibs the monsters almost every time, maybe lower the damage? All the weapons could sound louder and beefier with more personality. Also, I’m playing on my MacBook Air and the fire effects look great, but I suggest optimising the effects further for the Low End PCs. The movement mechanics is very fun, jumping and dashing around enemies really adds an extra layer to the gameplay. However, I’m not liking the infinite jumps because it allows you to exploit maps which kind of ruins the overall gameplay. Overall this mod is looking awesome and it's well on its way :D
I'm gonna see what I can do about the N7 Battle Rifle - sometime before playtesting began, I had the damage set lower, but it felt too weak and I wanted the rifle to feel more powerful than something like Doom's Chaingun or a generic FPS assault rifle. I haven't come across the bug with the shotgun's ADS, but it's probably an issue with the Delayed Input Detection scripts and their Decorate token items, which I'll try to have fixed by the time I send out Demo 4.

Adding CVARs to give the player the option to disable special jumping mechanics will be something I also do for Demo 4. Also, I may (MAY) tweak the shotgun's damage - we shall see.
Irozu19
Posts: 3
Joined: Thu Sep 24, 2020 4:50 pm

Re: [WIP] Malice - Playtesters Welcome [DEMO 4]

Post by Irozu19 »

Okay a little bit of feedback :

-movement seems a little slow, I have the auto-sprint option enabled. Like a tiny bump in the default movement speed would be a benefit, unless I'm doing something wrong ?
- not sure how much of a headache it would be but to be able to dash while ADS, un-zooming would keep it balanced I feel.
- maybe its just me but the rocket launcher feels like it needs a little bit of splash damage, i didn't notice any.
- other than that the railgun is beautiful along with the shotgun, assault rifle feels a tad weak, alt fire feels good on it though.

Overall this is a ton of fun, keep up the good work !
TheOldKingCole
Posts: 245
Joined: Wed Jan 30, 2019 7:12 pm

Re: [WIP] Malice - Playtesters Welcome [DEMO 4]

Post by TheOldKingCole »

Irozu19 wrote:Okay a little bit of feedback :

-movement seems a little slow, I have the auto-sprint option enabled. Like a tiny bump in the default movement speed would be a benefit, unless I'm doing something wrong ?
- not sure how much of a headache it would be but to be able to dash while ADS, un-zooming would keep it balanced I feel.
- maybe its just me but the rocket launcher feels like it needs a little bit of splash damage, i didn't notice any.
- other than that the railgun is beautiful along with the shotgun, assault rifle feels a tad weak, alt fire feels good on it though.

Overall this is a ton of fun, keep up the good work !
I very much agree with the movement speed needing to be slightly faster
JohnnyLongWang
Posts: 3
Joined: Wed Sep 23, 2020 8:12 am
Graphics Processor: Intel (Modern GZDoom)

Re: [WIP] Malice - Playtesters Welcome [DEMO 4]

Post by JohnnyLongWang »

I found that you can go pretty fast by sprinting & punching at the same time, it is definitely faster than dashing. But this can’t be done when you equip the shotgun.

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