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>> No.4784351 [View]

>>4784313
I dont play nightmare difficulty settings because they're very uninspired and the difficulty is kinda artificial. So no. But like playing UV in doom im always playing the equivalent and/or Hard in other games because thats where you get the fullest assortment of enemies as intended by the designer.

In heretic the weapons I use the most are Claw and Staff. I use the crossbow at first, and if I have enemies bottlenecked I use the gauntlets. The Timebomb and Morph Ovum are not to be underestimated either even if they are limited use items, I am usually out of these.
If I have a backlog of Tomes, which happens frequently for me, ill use one just because and pull out the Wand and use it to shotgun enemies with basically infinite ammunition.

Most enemies in the later episodes drop Runes for the hellstaff or Claw Orbs. I use the Crossbow while I wait for more ammo to pile in for those, and finding quivers of crossbow bolts happens often enough I dont run out for that one either. Wand might as well have infinite ammo for the same reasons, those geodes are rather common.

> Notice that I didnt mention the Phoenix rod much at all there.
I know it does the same damage as the doom rocket but if I get caught in the splash it always seems to be alot more painful. Also that backwards thrust recoil is a huge turnoff to using it. When using the Tome I never use the phoenix because the fire stream just whips around everywhere and its so ineffective, with the Wand at least I can put it right where I want and it basically stunlocks enemies and since I never use the weapon the ammo might as well be infinite. Even if I ran out of ammo with the gold wand for some reason because of a Tome killing spree, ill just go back to using Claw/Hell because I woulda just raked in all the ammo I need for that.

Heretic doesnt usually have a Hoarding problem when it comes to monsters, at least in situations where they arent in your face like pinkies.

>> No.4784305 [View]

>>4784302
hey about brutal doom - I know its a big mod but does it include its own mapset or does it have a mapset thats been made specifically for it?

>> No.4784204 [View]

>>4784196
Hey I dont know where the hell I found it. Oh wait I do, some site called gett, and it was being donated by someone on the graphic design board. But I managed to pick up a whole lot of other ones too that were being dropped by a font fairy, I wasnt even requesting them. Many such cases as trump would say. Problem with the font threads there is they were usually hosted on sites that didnt hold onto files and after about a month the links would expire. Gotta be in the right place at the right time I suppose.

>> No.4784194 [View]
File: 70 KB, 1024x600, slade top row of colors.png [View same] [iqdb] [saucenao] [google]
4784194

>>4784157
>>4784091
>>4784138
See... only 1 pixel is visible on the colors of the top row of the translation editor in slade. But it is enough for me to work with. I cant figure out how to grab the window (which is lodged off-screen) and pull it down into the screen area. The + translation button is also barely there but its still clickable, and thats all that matters.

>> No.4784089 [View]
File: 26 KB, 521x469, erbiuc.png [View same] [iqdb] [saucenao] [google]
4784089

>>4783995
hmm so the PuffGetsOwner flag was missing from the wad, yeah according to the wiki that is supposed to be used to make sure the target who got hit becomes the target of the puff/blood object they gave off, that would allow the damagetracer to work on them because they're now the tracer.

>> No.4783951 [View]

>>4783790
>>4783774
>>4783763
So by your logic the following will work just fine then?


Actor ShotgunPuff : SmoothBulletPuff
{
//inherits all of these:
// +NOBLOCKMAP +NOGRAVITY +RANDOMIZE +ALLOWPARTICLES
// renderstyle translucent
// vspeed 1
// mass 5
+HITTRACER
+PUFFONACTORS
+NOTIMEFREEZE
+NODAMAGETHRUST
DamageType "ShotgunBuckshot"
States{Spawn:
TNT1 AA 0
TNT1 A 0 A_DAMAGETRACER(1+3*random(1,5),"ShotgunBuckshot",DMSS_AFFECTARMOR)
TNT1 A 0 A_ChangeFlag("NOTIMEFREEZE", false)
TNT1 A 0 A_JumpIf(CallACS("PuffStyle")==1, "FancyPuff")
goto Spawn2}}

>> No.4783805 [View]

>>4783774
>>4783763

However examining the code, I gave the shotgun puff objects all of the same flags (hittracer... nodamagethrust... puffonactors... notimefreeze).
> I excluded the "ACS_NamedExecuteWithResult" calls
A_DamageTracer had a different damage type and a different amount of damage but since these things were non-zero that change was irrelevant.

What I ended up with was Shotgun Sergeants emitting a heck of alot of blood from being shot with 7 pellets, again and again and again because they were not being affected with the A_DamageTracer call to take their damage. Come to think of it I cant remember if they were even entering painstate from it, I remember the blood but they were definitely not dying.

I dont know why, but thats gzdoom for you.

>> No.4783780 [View]

>>4783763
I think it included zscript or acs scripting or something and since I cant do any of that and wont be including any of that - those aspects of it were irrelevant. You also said your method had a problem with thrust too.
Decorate only or go home.

I know my method will work, I just have to make sure my projectile can go through scenery thats all. Also by making it do 1 damage I can jack up the knockback to make sure it still pushes enemies, without any dirty hacks.

>> No.4783757 [View]

>>4783712
I tried this before and it DID NOT work. It caused no damage to the enemies. They were affected by painchance, but they took 0 damage from it. End of story.

>> No.4783697 [View]
File: 3 KB, 41x61, PLSGI0 (2).png [View same] [iqdb] [saucenao] [google]
4783697

>>4782943
slowly grinding away at my Smooth Doom Downgrade. Pic related is just an overlay/gunflash to go over the flash tube for the '64 plasma gun so that it can remain bright even in dark places.

Im going to put the option in for having shotguns that hit duke3d style (they dont overpenetrate) but its can be toggled off. Just in case players want a self nerf and want to see more blood from it.
Ill be managing this Arcane Dimensions style by having shotguns lob a bunch of FastProjectiles, im open to advice on how to make them capable of shooting through torches and other scenery like a bullet normally does.

(they cause 1 damage, but 1 tic after impact they cause random explosive splash damage in a tight radius, which makes the target who got hit stop all the pellets and take damage from all of them)

>> No.4782094 [View]
File: 29 KB, 258x402, 1000 percent cancer.jpg [View same] [iqdb] [saucenao] [google]
4782094

>>4782078
No
Fucking
Way

I mean he needs to jack that shit into wads and then stick it in a pk3. Id be okay with maybe loading 5 pks/wads but thats just way too much. Im not sure if you can load pk3s into other pk3s but he definitely needs to do that if he can.

>> No.4781864 [View]
File: 223 KB, 512x384, spasm0016.png [View same] [iqdb] [saucenao] [google]
4781864

>>4781813
>>4781846
applied it right away

now ive got the blood key, but no blood door to stick it in... and having to fight fiends now with low health

>> No.4781813 [View]
File: 259 KB, 512x384, spasm0010.png [View same] [iqdb] [saucenao] [google]
4781813

>>4781754
only 2 more (demons) to go

>> No.4781754 [View]
File: 245 KB, 512x384, spasm0004.png [View same] [iqdb] [saucenao] [google]
4781754

>>4781521
playing AD, finally getting to run through Sepulcher. The blood poppers are interesting, ran into a couple of them without even noticing they were there. I love how much destructible terrain/alcoves there are. I noticed an error with the fish though because they were just staying in one place without swimming around.
> I have Farclip set pretty dang close so I cant provide good screens, my toaster has fps issues with AD maps as it is
So far im finding it enjoyable, but there sure are a hell of alot of locked doors and no clear direction about where im supposed to go. And the riddles from the tomes arent making much sense.

What does Sharpshooter powerup do again? Grabbed it by accident and only had the shotgun and dsg, it didnt seem to provide any noticeable benefit.

>> No.4781669 [View]

>>4781623
Right now my SD Downgrade still has some 64 skins but that might change (or they may become tweaked, or they might become Enhanced versions)
+ recoiling animations are forced
+ Shell casings are still switchable.
- weapon bob (during firing) is removed
- black gloves are removed
- rifle is removed

Monsters only have 2 Variants at most not 3. Melting deaths in acid are removed. The chaingunner variant is the Chaingun Major from KDiZD (so he's not quite "smooth" but he adds a distinct variety flavor).
- Imp has color variations instead of sprite variations. Mostly they're still brown but they're different shades of brown and the standard imp has an HD sort of look to it.

Explosions:
+ rumbling explosions are forced, but the tremor radius is alot tighter (256 and 384).
+ The option to switch between Doom/Duke3d explosions is Expanded to 4 options including Quake 1 and Rise Of The Triad style explosions. The Quake 1 type is complete with a shower of sparks and the r_exp3 sound effect along with a smooth version of the Q1 explosion sprite, and a rocket launch sound that is reminiscent of the game. The Rise explosion also sounds like the dull roar of the explosion in that game too.

Mutators:
- Fast Pinkies is exchanged for Rapid Fire Troopers. Standard zombiemen will fire repeatedly in volleys of 3 to 7 shots at roughly pistol speed. I may combine this with (somewhat fast) pinkies by setting their Speed to 15.
+ Energy Weapons: The Enhanced option replaces the Plasma Gun with one that does double damage (x2 ammo and half as fast), and a BFG that can fire the standard attack or fire rapid shots like the Q3 BFG.

Enforced Gameplay Changes:
+ Rocket explosions hit 13 times with their splash damage (10 points each staged up by about 10 map units in size each). Gives it a more acceptable level of stopping power since it has more painchance capability than a shotgun now.
+ Quick weapon deselect, accelerates to the bottom of the screen (15 tics vs 20 tics).

>> No.4781623 [View]

>>4781582
a couple and they arent all that exceptional, but they bring some good visuals.

One of them is what im going to call a Smooth Doom "Downgrade" which forces a number of options while adding some pretty visuals in place of normal ones (especially plasma types). While having more options to enable which allows gameplay changes, which SD typically tries to avoid. Mostly I got tired of tiptoeing around the built in SD stuff and decided to just take a butcher knife to SD to make it the way I want it to be.

The issue with shotguns is something that I would do to all of my future mods or tweaks. Might have it as an option in the SD downgrade, dunno (ive already got a quake3 BFG10K in there under "Enable Enhanced Energy Weapons?")

>>4781583
master levels - no real experience with that but it seems like a series of disconnected levels of about the same quality as modern entry level mappers (seriously fuck you for Forcing pistol starts) - 3/10 quality and 4/10 difficulty
> these ratings also generally apply to the standard vanilla iwads too, ultimate doom and doom 2

Plutonia - awesome and pretty ahead of its time, I almost never use the doom2 iwad, this one is my fallback. 6/10 quality and 7/10 difficulty

Plutonia2 - its like the sequel to plutonia that we always wanted. 8/10 quality and 8/10 difficulty.

TNT - its about in the same class as Plutonia except different flavor. Some of the visuals were kinda hacky though and come off as distinct 90s look when it comes to the textures in the pack. 5/10 quality and 6/10 difficulty. It seems shotgunners are used creatively and effectively.

All Three of the 1024 Wads:
Congestion, Claustrophobia, Claustrophobia 2
amazing visuals, delicious carnage, devilish traps, and almost unbeatable finales, along with often having 10 level episodic death exits
9/10 Quality and 9/10 Difficulty

>> No.4781521 [View]
File: 30 KB, 500x375, ad_v1_70final_thumb.jpg [View same] [iqdb] [saucenao] [google]
4781521

>>4780550
holy crap thats a scary caco, just saving that for inspiration in the future

In other news just found out my ArcaneDimensions was in fact out of date and there is both a 1.70 version, and an updated quakespasm v0.93 (which is ironically an even smaller package). So im upgrading that pronto.

And popping open AD last night I realized the solution to my shotgun overpenetration problem in doom. Since the shotguns in AD fire projectiles, I could do the same thing in doom and make them do about 1 point of damage each. And about 1 tic later apply A_EXPLODE to make the target take the rest of the damage. It may not gib enemies like I want it too but at least it will block pellets from penetrating.
(the explosion damage would be tight, like full damage radius 12, and would not hurt the user). They'd be fast projectiles maybe invisible with a high speed.
(I think there is a trick in terms of flags to making the projectiles capable of going through scenery such as torches, but not go through monsters or barrels, ill have to check that out).

>>4781107
been playing HG lately and the title screen plus some of the music reminds me of watching HBO back in the 90s (movies like "the people under the stairs" etc), it really takes me back. Something about the font used in the title screen.

>> No.4774849 [View]
File: 185 KB, 834x1000, 0d64dcfde7d36df66a5afce65bdf3417.jpg [View same] [iqdb] [saucenao] [google]
4774849

>>4774782
Some of that just gave me an excellent idea for tracking ammunition, so that you dont end up picking up a box of ammo if you're only a couple shy of a full box... its a little ambitious but here goes...

Basically reduce ammunition capacity by a certain amount, this is just what the player has available offhand at any given moment.
(Max Bullets = 100, Shells = 30, Rockets = 10, Cells = 100)

At this rate it doesnt matter if it wont be displayed on the status bar since the real bulk of your ammunition will be in inventory items that you can track separately.

Treat each Box item of ammo as an inventory item which you can only carry a limited number of. For example Bullet Boxes = 2 since you can already carry 100 bullets. When you go to pick up box ammo then you wont be cut short because the box ammo slot will be full even if you dont technically have the maximum ammo you could carry.

Whenever you OutOfAmmo on a weapon check, it can automatically cycle one of the Box ammo items into regular ammo, allowing you to keep firing.
> you'll still get screwed on ammo when it comes to small ammo pickups

Also im not entirely sure how to apply the backpack, im guessing that the backpack would give you additional items, which each have their own Maximum Ammo capacity attached to them to increase your capabilities (like the way health bonuses inherit from health but have a maximum of 200 instead of 100)

Then again the backpack replacement could also increase normal ammo capacities to make up for the normal lack of ammo maximum, while leaving the box items the same as a reserve.
(backpack max bullets = 300, backpack max shells = 70, backpack max rockets = 60, backpack max cells = 400)


The other soluition I cooked up awhile back was to take each box item and divvy it up into the smallest ammo pickups available for the ammo type and have it spawn all of those in the same spot. So a box of bullets is actually 10 pickups that look like a bullet box, but only give 5 ammo

>> No.4772373 [View]
File: 380 KB, 960x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
4772373

mere mortals with shit taste

>> No.4772346 [View]

>>4772040
that cannon is pretty fucking awesome, we never get to see what it does (though zombies are shooting shotgun shells with it since thats what they're equipped with).

I would do a MFW and say that this weapon weighs 20 pounds and fires most of the ammunition that you find in the game.
> grenade launcher, single shot, Check
> single barrel nailgun Check
> pump action shotgun Check
But really from the exceptional look of it I would have rather had it as the Rocket Launcher.

>>4771913
>>4771991
checking in

>>4771354
> the way the satanists look who arent featured in the game that helped summon the demons through the teleporter
And as a matter of fact I definitely would, those are my colors man...
> id just say I loved having a magical girlfriend, when really id know I was just kidding myself about her being a demon worshipping satanist

>> No.4772307 [View]
File: 1.75 MB, 2560x1420, shambler hd.png [View same] [iqdb] [saucenao] [google]
4772307

>>4770527
this bigtime


>>4772038
>>4772209
>>4772025
> movie starts with image like this, Ranger is stumbling around almost dead, leans against the wall and shakily puts 2 more shells in his double barrel
> on the floor is a health pack, he reaches down and camera zooms in on him cracking it open and hastily pulling out a vial of glowing neon yellow liquid, which he sticks on an auto-injector on his arm
> stands up rather surefast and calm, as medikits have a fake-blood chemical which stands in for blood that has been lost, along with combat drugz
Then movie does a flashback to him walking into the barracks being chummy just before the alarms go off.

Yeah hes not going to do a bunch of jumping. He'd have to vault over a crevasse at least once though.

Remember the doom movie... there's definitely going to be technicians (probably female) that need to be rescued, because yknow we cant let Shub get her tentacles on their brains to unlock the actual coordinates to earth.
> Mfw a simple Shambler will have the role of the dragon, being the right hand of Shub, a single badass as opposed to a regular albiet high powered monster
> Mfw ranger will not reload his shotgun quickly like he does in the game, just normal speed, not even as fast as doomguy.
A Team of Ogres will be constantly on their trail hunting down Ranger and his trusty female bait, he wont ever really kill these because they are bullet sponges, only knock them down long enough to escape. They wont fire grenades but they will have ye-olde Black Powder Bombs like pirates used, he may throw one of these back at them and all it will do is piss them off.
> the Ogres will make for a good starting cinematic for the second film
He will get a SNG from a former security team that got eviscerated by the shambler. In the last climactic battle with the shambler he will kill it with the SNG just like he's supposed to. But it will take every nail that he has, and then he will have to headplant it with the Axe

>> No.4768970 [View]

>>4768959
For the guy with the sten gun SMG thing who was concerned about painchances I have a solution for you.

Im considering making another weapon set mod (blasters, contra-like spread gun, gauss shotguns at top tier) and I realized that id have to do a little bit of rebalancing myself based on painchances, but I dont want to necessarily

Consider that a full auto weapon gets maybe as many chances (or more) to cause pain than a shotgun does. But even if it was less, its still about as effective to toss repeated painchance pings as it is to deliver a bunch of them all at once. Because the shotgun is only going to stun a monster 1 time until its next shot, even if the potential to do so is higher than a lower fire rate weapon. But even with less shots being put out if you stun a monster, you still have additional chances on the way to stun them with an automatic weapon and that monster could end up stunned 2 times, possibly even 3 times before the effective time would come around for another shotgun blast.
> its one reason the regular Shotgun is better to go after Chaingunners at a distance, because if the SSG doesnt kill them they will reaction fire on you, whereas with the Shotgun even if they reaction fire they wont get much of a chance to cause damage because shotgun blast #2 is on its way.

Make your SMG weapon alternate between, or at-random fire shots which do not cause pain. I would suggest the equivalent of only 5 shots per 35 tic period having regular painchance involved while the rest are just damage without pain.
> this makes it a slow damage hose against tough monsters, but zombies and imps can still be reliably stunned by this at least once before they die
> the difference is enemies that have 256 painchance, because it will not stun them every time, should still work well enough though.

>> No.4768959 [View]

>>4768920
Offset interpolation is possible now? cool
At least this takes care of the visual presentation, but it still wont change the fact you have to set fire rates in whole tic values.

>> No.4768906 [View]

>>4768456
If you're really tossed over not being able to set fractional Tic values (and I am to a limited extent, about a number of basic zdoom issues)... there's a trick I learned last year:

Make the attack frame 0 Tics, then have its visible frame(s) listed 1 Tic each afterwards. The first one you put a Jump state on with the fraction of the tic that would be used up.

PIST M 0 a_firebullets(something)
PIST M 1 A_Jump(128,+2)
PIST M 1

its a tad chunky but overall it will deliver 1.5 tics of performance

(the other thing im pissed about in zdoom is not being able to change inherent ammo types and have the results tracked by the status bar - if you replace Cells for example, even if inherited from Cells, it will not be displayed in the cells ammo slot on the status bar)
> and for anyone saying just use a Dehacked patch to modify the amounts and capacities ive tried that and it doesnt register at all, no change.

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