DOOMablo: a looter-shooter DOOM (v0.10a - Oh, yes)
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: DOOMablo: a looter-shooter DOOM (v0.8a - Brrrrrr edition)
Do not scrap chainsaws unless you want a VM abort. EDIT: Damn that was fast. Pulling, and thank you.
Last edited by fakemai on Fri Nov 01, 2024 6:47 am, edited 1 time in total.
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Re: DOOMablo: a looter-shooter DOOM (v0.8a - Brrrrrr edition)
Yay! New weapons to play with! Only had time for a very quick map, noticed that some monster affixes on "Progressive" are either rolling negative values, or are showing as negative on the HP bar, eg: "Fear -4", "Magnet -2". Didn't run into the Chainsaw abort, but then again, I only found one and kept it. Didn't run into the other new weapon (and I didn't peak to see what it was yet either, looking forward to it!). I like the wind up/wind down of the chaingun now, though it does reduce it's quick reaction time utility, which isn't a bad thing, cause it makes for more tactical decisions.sidav wrote: ↑Thu Oct 31, 2024 5:42 pm A new version is here, and it goes brrrrr! Two new weapons!
But even the chainsaw itself is not that important as the new frame-speed code, see "internal changes" below.
This release is not as big as "affixed monsters" one, but it changes more things than it seems at the first glance.
*SNIP!*
As always, report any bugs, let's chainsaw them together!
Have fun!
It does lead me to the issue of having a default "workhorse" weapon though, which is the regular Shotgun. The problem for me though it, I'm rarely using the Shotgun, cause I want the SSG ready to go for those beefy encounters, so I hacked in (like VERY HACKY, but functional) support for holding both shotguns. I have to say, I was really missing the ability to have both, and the Shotgun is doing th job nicely of filling in for the Chaingun's previous workhorse title.
Overall, feels better every update!
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Re: DOOMablo: a looter-shooter DOOM (v0.8a - Brrrrrr edition)
Some screenshots of this would help if you have some time for it.stainedofmind wrote: ↑Fri Nov 01, 2024 6:49 am noticed that some monster affixes on "Progressive" are either rolling negative values, or are showing as negative on the HP bar, eg: "Fear -4", "Magnet -2". Didn't run into the Chainsaw abort, but then again, I only found one and kept it.
The new weapon should fill that niche MG once occupied, and even may become your next workhorse weapon.stainedofmind wrote: ↑Fri Nov 01, 2024 6:49 am I like the wind up/wind down of the chaingun now, though it does reduce it's quick reaction time utility, which isn't a bad thing, cause it makes for more tactical decisions.
I think I should address those slots' issues, because there's already more weapons than there are slots.
Thanks for the feedback!
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Re: DOOMablo: a looter-shooter DOOM (v0.8a - Brrrrrr edition)
It also VM aborts when the auto-reload feature of certain backpacks happens, possibly only if you have a chainsaw in your inventory. I'm also trying this with Angelic Aviary for now to mix it up, they're surprisingly tough compared to using the vanilla weaponset on them.
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Re: DOOMablo: a looter-shooter DOOM (v0.8a - Brrrrrr edition)
The new chaingun spin-up is pretty interesting and the huge ammo box improvement is pretty great so far (though I didn't mind it having 40 ammo before, but the 25 on the plasma rifle prior was definitely a limiter). However, now kind of feel like the overall base damage is really low and it no longer being a quick pull-up weapon for large amounts of mobs make it difficult to use especially if said mobs are scattered around a bit as the low damage kind of ends up spraying but with a lot of praying. I noted even just groups of 5 imps take awhile to bring down and ammo runs out rather quickly with its current performance. I feel a base damage increase would be a benefit (easiest suggestion I have in mind) This is kind of what I'm feeling aside from already having a 1.5x damage increase multiplier from Ultimate Custom Doom.
That said, I ended up bringing up before about negative magazine capacity but I realize maybe there's a way to give it a return - what do you think of affixes that add something like an extra 1.5-5x damage of the first shot *or* the last shot in a gamazine? Or even maybe something like receive extra damage (1.05x - 2x) on the first 5 few seconds of a reload.
That said, I ended up bringing up before about negative magazine capacity but I realize maybe there's a way to give it a return - what do you think of affixes that add something like an extra 1.5-5x damage of the first shot *or* the last shot in a gamazine? Or even maybe something like receive extra damage (1.05x - 2x) on the first 5 few seconds of a reload.
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Re: DOOMablo: a looter-shooter DOOM (v0.8a - Brrrrrr edition fix v2)
This was the case, thanks for the report! I have updated the release again (the page is the same).
- Fixed the reloading affix crashing the game if you have a Chainsaw (I really didn't see it coming haha). By the way I've buffed this affix cooldown, as I feel it's really underwhelming.
- Buffed Chaingun DPS. I fear like now I'm overpowering it, but let's wait and see.
- To compensate for that: increased the "forced shots" of Chaingun spin-up to 11 (from 7) and slightly (just a 5%) increased Chaingun base spread.
- Added a new backpack affix just as thanks for your patience with all those instability issues. I think it would synergize with the new chaingun well.
I also think there will be another fix. I'm reproducing the negative affix values bug now. Guess my range remapping code got sick from the update.
By the way, what would you think if I create a discord server for discussing and testing the mod?
Last edited by sidav on Fri Nov 01, 2024 1:15 pm, edited 1 time in total.
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Re: DOOMablo: a looter-shooter DOOM (v0.8a - Brrrrrr edition)
Will try to snag one next time I'm at my computer. Likely tonight after work.
About Discord, I personally don't like it, because it feels very user unfriendly unless you camp on it 24/7, but that's just me, and I'm old and crusty .
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Re: DOOMablo: a looter-shooter DOOM (v0.8a - Brrrrrr edition fix v2)
Okay, home now, snagged a few screenshots, you can find the album here: https://imgur.com/a/I7SRVU4
First two are from the unmodified original 0.8a, third one is from running a copy right off the github. I can verify for at least magnet, the affix was working as intended and pulling me toward the monster. Do note, I wasn't able to test this until later in the level, cause it was too chaotic in that particular room, but I found a zombieman with a '-7' magnet that was indeed pulling me toward him.
Edit: Derp! Third image is from the latest release, fourth and fifth are directly from github. Forth showcases a "vamp 0".
First two are from the unmodified original 0.8a, third one is from running a copy right off the github. I can verify for at least magnet, the affix was working as intended and pulling me toward the monster. Do note, I wasn't able to test this until later in the level, cause it was too chaotic in that particular room, but I found a zombieman with a '-7' magnet that was indeed pulling me toward him.
Edit: Derp! Third image is from the latest release, fourth and fifth are directly from github. Forth showcases a "vamp 0".
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Re: DOOMablo: a looter-shooter DOOM (v0.8a - Brrrrrr edition fix v2)
Wow, thanks! Which map packs are those, btw?stainedofmind wrote: ↑Fri Nov 01, 2024 3:59 pm Okay, home now, snagged a few screenshots, you can find the album here: https://imgur.com/a/I7SRVU4
First two are from the unmodified original 0.8a, third one is from running a copy right off the github. I can verify for at least magnet, the affix was working as intended and pulling me toward the monster. Do note, I wasn't able to test this until later in the level, cause it was too chaotic in that particular room, but I found a zombieman with a '-7' magnet that was indeed pulling me toward him.
Edit: Derp! Third image is from the latest release, fourth and fifth are directly from github. Forth showcases a "vamp 0".
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Re: DOOMablo: a looter-shooter DOOM (v0.8a - Brrrrrr edition fix v2)
Maps of Chaos with EgyptPack_Full7.pk3 texture replacer!
Also, just added a sixth image to the album. Pistol I just rolled to start shows "Precise: Shot Spread --8%", so looks like it's not just a monster affix issue.
Ran into the new weapon, and yes, it's going to definitely be my main workhorse, along with the shotgun of course! I think it does need to randomly replace the chaingun, as it feels really rare otherwise.
Edit: Added ONE more screenie, as shown, the armor has a "--2" durability, and the totals are clearly showing that it's actually boosting it instead, so the "-8 magnet" that I thought was "working" probably wasn't exactly. In retrospect, the pull was VERY weak.
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Re: DOOMablo: a looter-shooter DOOM (v0.8a - Brrrrrr edition fix v3)
I've updated the release once again.
The negative affix values bug should be fixed now (in fact, I just rolled some math code back - it seems it was slightly more experimental than it should have been).
Because the fix was made after current work, current WIP feature is also there: you CAN now equip multiple weapons per slot (if they are not of the same type). So, you may now have both SSG and Shotgun, or SMG and Chaingun. It is a temporary thing, as I intend to use different slot system in the future.
The negative affix values bug should be fixed now (in fact, I just rolled some math code back - it seems it was slightly more experimental than it should have been).
Because the fix was made after current work, current WIP feature is also there: you CAN now equip multiple weapons per slot (if they are not of the same type). So, you may now have both SSG and Shotgun, or SMG and Chaingun. It is a temporary thing, as I intend to use different slot system in the future.
Spoiler: Ideas about slot system rework
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Re: DOOMablo: a looter-shooter DOOM (v0.8a - Brrrrrr edition fix v3)
Giving the newest version a whirl. Nothing odd to report so far! I'd have to vote for option #3 as well, though it is an interesting idea that weapons can roll as other slots. Might be a good idea for a negative (ish? Would be situational) affix? Or maybe even weapons that roll with "no" slot number (obviously for coding sake, they'd have to have some kind of slot number), so they don't count against your total. Those would definitely have to be high level/unique style ones.
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Re: DOOMablo: a looter-shooter DOOM (v0.8a - Brrrrrr edition fix v3)
What SoM said. I also prefer option #3, though there should be affixes that allow you to play around and "break the rules", so to speak. Positive and negative affixes to add or take away slots, an affix that allows an additional weapon of the same weapon type, an affix that allows none of the weapon type from a different weapon type, a weapon being "confused" and having a different slot than it normally would, a weapon that doesn't count as any, etc. Some of those effects could be spread around on backpacks or even armors. There would obviously need some sort of check in place when you lose a slot that your most recently equipped weapon doesn't just magically disappear and cause it to auto-drop or something. The possibilities for this are kind of endless.
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Re: DOOMablo: a looter-shooter DOOM (v0.9a)
Do you want a new version? I hope so!
It's an incremental release with not so much game-changing stuff, but I hope it's still interesting enough to be worth of updating your version. The main focus of those changes is status effects' mechanics.
It's an incremental release with not so much game-changing stuff, but I hope it's still interesting enough to be worth of updating your version. The main focus of those changes is status effects' mechanics.
Spoiler: What's new