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

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Tombstone665
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Joined: Thu Oct 01, 2020 9:27 pm

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

Post by Tombstone665 »

If there are more playtesters left, then I'm ready for it.
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TheRailgunner
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Joined: Mon Jul 08, 2013 10:08 pm

Re: [WIP] Malice - Playtesters Welcome [SHIELD FAILURE]

Post by TheRailgunner »

Tombstone665 wrote:If there are more playtesters left, then I'm ready for it.
I'll be sure to send you a copy of Demo 5 as soon as it's ready.

I've been kind of distracted for the past week - between personal stuff and the current shitshow that is US politics, I haven't really set aside time to resume work on Malice. I'm gonna hop back in and try to remember what I was working on before this week happened. I still need to figure out how to make the HUD stuff work out-of-the-box, however - any hints, tips, or pointers would be greatly appreciated.

EDIT: This is a problem.

Image

Now, something serious - if I can't fix this issue with the shield graphics, I probably won't release Malice. I can't put out a mod that people have to do a bunch of legwork to actually enjoy properly, and if there's no way around it, then I'm dropping this project and considering it impossible. As shitty, whiny, and entitled as it sounds...will someone PLEASE help me? Pretty please, with a goddamn cherry on top?
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TheRailgunner
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Re: [WIP] Malice - Version 0.99 [OPEN SEASON]

Post by TheRailgunner »

Fuck it, I'm tired. Hence, I'm just gonna release version 0.99 - anything that needs fixing, plus Quick Grenades, will make the difference between 0.99 and 1.0.

Gear up, Legionnaire. Set User Interface Scale as high as possible and use a widescreen resolution, or else it WILL look fucky.
Last edited by TheRailgunner on Tue Oct 06, 2020 1:59 pm, edited 1 time in total.
skdursh
Posts: 176
Joined: Wed Jul 03, 2019 10:17 am

Re: [WIP] Malice - Version 0.99 [OPEN SEASON]

Post by skdursh »

TheRailgunner wrote:Fuck it, I'm tired. Hence, I'm just gonna release version 0.99 - anything that needs fixing, plus Quick Grenades, will make the difference between 0.99 and 1.0.

Gear up, Legionnaire. Set User Interface Scale as high as possible and use a widescreen resolution, or else it WILL look fucky.
FYI if you change the end of the link's dl=0 to dl=1 it will just automatically start the download instead of forcing the user to go to the actual dropbox. Looking forward to trying this out!
Tombstone665
Posts: 4
Joined: Thu Oct 01, 2020 9:27 pm

Re: [WIP] Malice - Version 0.99 [OPEN SEASON]

Post by Tombstone665 »

I just found a bug, :when I sprint with a shotgun, I can still shoot it with no special ammo. It happens on single and burst fire when I was shooting normal shells first.

Also Congratulations for your mod btw. :)
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Wivicer
Posts: 368
Joined: Sat Jul 27, 2013 4:39 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP] Malice - Version 0.99 [OPEN SEASON]

Post by Wivicer »

Just a small thing: There aren't any bright frames in the N7's ironsights firing animation. From looking at the code, it appears that using the BRIGHT keyword on a 0-tic frame doesn't work.
HolyHeadcrab
Posts: 28
Joined: Fri Jan 20, 2017 6:22 am

Re: [WIP] Malice - Version 0.99 [OPEN SEASON]

Post by HolyHeadcrab »

Are we supposed to start with the Battle Rifle and not the damaged sidearm in this build? Feels a little strange to have a fairly strong automatic weapon right off the bat.
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TheRailgunner
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Re: [WIP] Malice - Version 0.99 [OPEN SEASON]

Post by TheRailgunner »

Tombstone665 wrote:I just found a bug, :when I sprint with a shotgun, I can still shoot it with no special ammo. It happens on single and burst fire when I was shooting normal shells first.

Also Congratulations for your mod btw. :)
I'll look into it and see why it's skipping the ammo check. Also, thank you - I'm quite proud of it!
Wivicer wrote:Just a small thing: There aren't any bright frames in the N7's ironsights firing animation. From looking at the code, it appears that using the BRIGHT keyword on a 0-tic frame doesn't work.
Ah, SHIT, that's not good.

I appreciate the bug-hunting - I'll get those issues fixed soon, hopefully before I go to bed tonight.
HolyHeadcrab wrote:Are we supposed to start with the Battle Rifle and not the damaged sidearm in this build? Feels a little strange to have a fairly strong automatic weapon right off the bat.
I decided to experiment with having the Clip-equivalent based weapon as the default - I've got a few complaints about people being unable to get more ammo for the damaged N4 from low-level enemies (which was intentional - the damaged sidearm was intended to hold the player over until he/she got a weapon with a more readily available ammo supply, but this falls apart if a level refuses to grant the player more powerful weapons, leaving him/her without any usable ammo at all). That said, I'll probably be putting it back in with the next round of bugfixes this evening.

Starting with the Battle Rifle is intentional, mainly to allow players to be able to use Clip-equivalent ammo dropped by Zombiemen and such. Depending on how things work out, I may either lower the N7's damage again or find a different starting weapon...hell, I might just give the player the option to pick their starting weapon from the player class selection screen.

In general, Malice's player class is intended to have an easier time getting through early levels, though this is subject to any number of whimsical changes I decided to implement between here and version 1.0.
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Linz
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Re: [WIP] Malice - Version 0.99 [OPEN SEASON]

Post by Linz »

How's figuring out that darn shield overlay doing?
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TheRailgunner
Posts: 1556
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Re: [WIP] Malice - Version 0.99 [OPEN SEASON]

Post by TheRailgunner »

Linz wrote:How's figuring out that darn shield overlay doing?
Not well, actually - I have no idea what to do about it, and am pretty much left with waiting for someone more skilled than I to either point out what I should do about or direct me to information that would allow me to figure it out myself. I honestly kind of hate that I'm at a loss here, and might just have to redo the concept by creating new shield graphics for each corner of the screen, which, while having its own problems, will at least prevent the graphics from cutting off in dumb places, assuming I do it right.
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Ferretmanjcdenton
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Re: [WIP] Malice - Version 0.99 [OPEN SEASON]

Post by Ferretmanjcdenton »

ABSOLUTELY AMAZING..I upload a new video this week ..hope you like it
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TheRailgunner
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Re: [WIP] Malice - Version 0.99 [MINOR ADJUSTMENTS]

Post by TheRailgunner »

So, minor update time!

*Fixed the N7's missing BRIGHT frames.
*I've put the damaged sidearm back in as the starting weapon.
*There are now five player classes - basic Infinity Legionnaire (battle rifle), Advance Guard (shotgun), Sharpshooter (railgun), Devastator (torpedo launcher), and Specialist (tractor beam).
*N10's altfire ammo bug has been fixed.
*Added an extra difficulty between Savage Offensive and Hopeless Quagmire - Barbaric Massacre, which grants enemies more health and aggression.
*Hopeless Quagmire and No-Win Scenario now also grant enemies more health. Also, feel free to refer to HQ as "Lightmare" difficulty, if you wish.
*All difficulties now have confirmation messages that explain them.
*No-Win Scenario's confirmation message is obviously butchered from the classic description of Halo 1 and 2's Legendary difficulty - derivative, to be sure, though not...outright stolen. I had fun with it.
*Standard photon torpedoes now deal a bit more damage, and have a slightly larger explosive radius.

Things I forgot to fix:

*Some weirdness with HUD status indicators and picking up the Nishimura Seven Battle Rifle when you don't start out with it - purely cosmetic, but jarring enough to mention.
*Probably some other things I've conveniently forgotten, because memory is bullshit.

Link is the same - I don't think I changed enough to warrant a new version number.
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Wivicer
Posts: 368
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Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP] Malice - Version 0.99 [MINOR ADJUSTMENTS]

Post by Wivicer »

Look out! The N10's decorate file is missing an end quote on line 1324.
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TheRailgunner
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Re: [WIP] Malice - Version 0.99 [MINOR ADJUSTMENTS]

Post by TheRailgunner »

Wivicer wrote:Look out! The N10's decorate file is missing an end quote on line 1324.
Ooh, good eye - fixed version is uploading at this very moment. Feel free to download it again if you didn't throw the end quote in on your end.
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Wivicer
Posts: 368
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Re: [WIP] Malice - Version 0.99 [MINOR ADJUSTMENTS]

Post by Wivicer »

Sorry to be a bother, but I've got another bug for you, and it involves BRIGHT frames on the N7: Check the brightness when firing ADS with ironsights. The brightness lasts too long.

I know I've reported several bugs, but I'm having a helluva good time with this mod.

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