War Rooster v1.3 (20/08/2022)

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Gordon Threemen
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Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by Gordon Threemen »

Is there anything else you've been playing with that might have caused it? I've been running GZDoom 4.9.0 and almost entirely playing it with mods that only replace maps and I haven't had any problems.

Anyway, love the mod, but a few suggestions:
1. The automap should have a different color scheme. Navigating by it is overly difficult when a red key door is nearly the same color as a wall and the exact same color as a walkable linedef like the steps in a staircase. At the very least, set walls and the like to a different color - maybe shades of brown or something?
2. The flamethrower needs to have its point of aim shifted closer to the center of the screen. It's probably the most satisfying weapon in the mod, but it's a little weird actually using it because you have to aim way to the left of a target.
3. The grenade launchers could probably stand to launch their grenades at a faster velocity. The arc is fine, they just move really slowly.
4. If at all possible, maybe a toggle option in the menu to remove the barrel replacements. They fit the mod's aesthetic perfectly, but they're also kind of performance-heavy and some maps that spawn a million of them slow the game down to a crawl. Fortunately, most map authors I stick with have the basic decency not to place too many of them, but even good maps go crazy every now and then.
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Dr_Cosmobyte
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Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by Dr_Cosmobyte »

Hi! Thanks a lot for the suggestions.

I already had two things done (a new sprite for the Radsuit and removed the "slow" option for the M60), so these really can add up for the game.
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AliciaPendragon
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Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by AliciaPendragon »

Dr_Cosmobyte wrote: Mon Jul 31, 2023 3:26 pm Weird. Are you firing it when too close to a wall?
No, the mapset I was playing with, Touhou Doom, is wide open. but despite there being no wall, anytime I fire it it explodes in front of me like I fired into a wall.
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Gordon Threemen
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Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by Gordon Threemen »

My first assumption would be the problem is on Touhou Doom's end, could be it's doing something it doesn't really need to and that just happens to interfere with one weapon from one weapon mod. Does it happen with any other maps?
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AliciaPendragon
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Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by AliciaPendragon »

Gordon Threemen wrote: Fri Aug 04, 2023 1:54 pm My first assumption would be the problem is on Touhou Doom's end, could be it's doing something it doesn't really need to and that just happens to interfere with one weapon from one weapon mod. Does it happen with any other maps?
Nope. Played with Ozonia and the grenade worked like normal.
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GeneralDelphox
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Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by GeneralDelphox »

I gotta say that I love this mod. I do have some suggestions, however.

1.) I would love to have a toggle to turn off the gravestones, barrel replacements, and tree replacements. Like Gordon Threeman said, the replacements fit the mod just fine, but when played with a certain megawads with it's own distinct themes, the replacements can certainly clash with what a megawad's looks are going for.
2.) I've been using the M14 as really nifty DMR, and I was wondering if it could have a scope mounted. It'd make long range engagements much easier. The zoom shouldn't be too much. 2x - 3x Zoom would be fine enough for Doom gameplay.
3.) Speaking of the M14, I could see the FAL being a straight upgrade from the M14. Specifically, the L1A1 SLR, which were used by the Australians during the Vietnam War. It'd have a 20-round magazine, and maybe a slight damage boost to make it more consistent at killing certain enemies like imps and chaingunners in one shot.
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armymen12002003
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Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by armymen12002003 »

GeneralDelphox wrote: Mon Sep 11, 2023 8:56 am I gotta say that I love this mod. I do have some suggestions, however.

1.) I would love to have a toggle to turn off the gravestones, barrel replacements, and tree replacements. Like Gordon Threeman said, the replacements fit the mod just fine, but when played with a certain megawads with it's own distinct themes, the replacements can certainly clash with what a megawad's looks are going for.
2.) I've been using the M14 as really nifty DMR, and I was wondering if it could have a scope mounted. It'd make long range engagements much easier. The zoom shouldn't be too much. 2x - 3x Zoom would be fine enough for Doom gameplay.
3.) Speaking of the M14, I could see the FAL being a straight upgrade from the M14. Specifically, the L1A1 SLR, which were used by the Australians during the Vietnam War. It'd have a 20-round magazine, and maybe a slight damage boost to make it more consistent at killing certain enemies like imps and chaingunners in one shot.
as much as i agree that the m14 needs a scope of some kind it would be a bit redundant of upgrading the m14 to the L1A1 SLR ten all of a sudden losing the scope advantage on enemies i don't think this would be a good idea.
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Dr_Cosmobyte
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Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by Dr_Cosmobyte »

Thanks a lot for the feedback, you all. I'm working on a few adjustments here and there and i'll provide a new set of CVARs for the next update. ;)
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armymen12002003
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Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by armymen12002003 »

Any chance of having quick throwing grenades for the next update?
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openroadracer
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Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by openroadracer »

Dr_Cosmobyte wrote: Mon Sep 11, 2023 11:03 pmThanks a lot for the feedback, you all. I'm working on a few adjustments here and there and I'll provide a new set of CVARs for the next update. ;)
I still say you should make the Grease Gun a common Chaingun replacement, increase the number of .45 ACP rounds in pickups, and make the Ingram MAC-10(optionally, a suppressed MAC-10) into a new secret weapon.
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Dr_Cosmobyte
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Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by Dr_Cosmobyte »

MAC-10
L1A1
Grenades
M21
I know all these guns were used in 'Nam, but what concerns me is not really adding them, but rather the redundancy and situational use. Sure, the M14 could use a scope and be even more accurate, but what for? Using the Zoom keys set it to "full auto" and Altfire does a melee attack (also something to update; i need to buff melee altfires), so what intuitive key is left?

I think the arsenal is really tight as it is. I don't know, i just would like to fix whatever QoL suggestions are thrown at me.
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openroadracer
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Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by openroadracer »

Dr_Cosmobyte wrote: Tue Sep 12, 2023 5:15 pmI think the arsenal is really tight as it is. I don't know, i just would like to fix whatever QoL suggestions are thrown at me.
Well, I will say in defense of hand grenades, they can be used to attack enemies that are behind cover if you don't want to charge in and stick your neck out. Just bounce them off a wall or lob them over an obstacle.
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Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by armymen12002003 »

Also I wonder if there's plans to have different kinds of hallucinations from different monster packs such as Kriegesland, ArmyOfOZ or Project Malice?
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Dr_Cosmobyte
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Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by Dr_Cosmobyte »

Well uh, that would be kinda hard to do, as each mod would require an addon.
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Re: War Rooster v1.3 (Updated! 20/08/2022)

Post by armymen12002003 »

Dr_Cosmobyte wrote: Mon Sep 18, 2023 8:58 pm Well uh, that would be kinda hard to do, as each mod would require an addon.
Ah I see where you're coming from.

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