ngl though, if we don't get to either hug or punch Deceit at the end (player choice) after her losing 3 times, I feel it's gonna be a bit of a dis-service to her at this point, she probably needs that hug.
RabbidFF
Recent community posts
ngl, when are we gonna get a game where playerguy gets a chance to talk to the characters and actually become friends with them, or atleast treat them with more respect? like a visual novel but just with the ___ standing characters?
sure they can still try and kill him afterwards, it wouldn't even need to be canon, but it can give us a way to see more of the character's lore, and also give an explanation on why they haven't straight up killed playerguy between games yet.
like, personally I wanna like Deceit, her design is nice and honestly she's silly, but also she's very toxic, I want to learn about her more, same with really all of the characters outside of a single dialogue, but due to the limitedness of this game, you can't really get that.
1-2. Yeah, I know Doom 2 doesn't have enemies yet lol, the bug was just that the recolors for some reason weren't working correctly (not like it'll matter next update probably but yeah) though idk how this relates to doom 1 as the things missing when I looked in the console were not doom 2 enemy corpses, so I personally just see it as there's no textures in it, or maybe this is a Freedoom issue as I was using freedoom at the time of the first bug...hmm that would be pretty odd... (ok, now that I check this, it might not be a sprite or freedoom issue, but rather a "this didn't exist in doom 1 so they don't have textures or anything in them" issue... so yeah it might be just fair to ignore this whole thing, you're right XD)
3. Yeah I noticed that the bots didn't work on GZdoom for some reason but I'll make sure to figure out what ZCajun is so I can do that on GZdoom XD
4. I see, that's probably why they don't despawn, totally not gonna trigger me every time I'm on the testing map still XD
5. Could've been a little more obvious I will say because personally it feels just like the colors were rendered wrong, when it feels like it would be more logical if they were like difference species of the same animal, but I won't continue on that part.
6. Yeah I usually do that anyway because I don't like when sprites clip XD
7. Fair, pretty sure the whole imp thing at the moment is pretty buggy... imps generally floating on air like they're on a wall
8. Yea, this was personally just me not remembering to update Zandronum aaaa (i didn't even know it updated)
9. PFF
Yeah, I will make sure to post more if I find any, I care about gameplay in mods a lot after all XD
Should've noted that some of these bugs only count in GZDOOM and others only in Zandronum... so yeah that'll totally not get confusing...
though I guess if it is an issue, I don't know why the sleeping and hanging marines don't have different colors in Zandronum while they do in GZDoom, but I assume this is a Zandronum's limited code issue...
OH YEAH and uh another person on this same post found an issue with the super shotgun, where the opening sound doesn't play for some reason... it's probably likely just an oversight, but y'know just letting ya know.
https://mega.nz/file/yAMjhKzS#FhMK5ui8bGE6CHDlUpixz5hSV17amNDh2-BNjIvSu5c
I think I found a bug, idk, could also just generally be an unfortunate limit of Zandronum. but uh, when the bfg hits a wall the effect of it hitting the wall is only in one shape when the mark left isn't the same shape, which is odd but I assume personally it's a limit of doom's code.
oh yeah and if you have any opinions on the suggestions/ideas feel free to say them lol, you are the programmer, would love to see your opinion on them.
oh yeah and as a personal thing, the collapsing animation of the foxes feel a bit slow, the dog does it well but the fox feels like they're a bit too slow, especially considering it's a gib animation.
Again using this as a suggestion thread type thing but I'll quickly go over the bugs I found in the launch version of 0.1.1 and a few ideas I have for later updates (but you don't have to do anything, like I said last time) also there's images so you can see what I'm talking about when I am talking about bugs
Bugs
I'll start with the bugs as they're most important.
1. I think a few fainted/sleeping characters and decorations don't spawn on the testing map
These probably aren't intentional and might be a placeholder being used but removed issue, but also idk
2. the placeholders have several issues...the main one being the chaingunners nearly immediately turning into a normal hypno fox
before you ask "are you playing on Doom 1" that doesn't matter as the hell knights work just fine, the same happens to wolfensteinss.


along with these, several sprites on the placeholders are not translated correctly, mainly on the hypno fox, where there's still dark red and orange on them when they're fainted and awake specifically, most place holders kind of have this same issue, but I don't expect these to be fixed as I assume in the next update either doom 2 monsters will start being worked on or the placeholders will just be replaced with the normals as is.
3. upon exiting the first deathmatch level it sends you to the credits screen instead of the next dm level, I assume this'll be fixed when the bots get added (as I assume that's happening) but just saying it now, along with this, it shows doom 2 monsters not furdoom monsters

4. placeholder monsters and flame squirrel heads don't get removed when pressing the remove monsters button in the testing map. still

5. sometimes when KOing an enemy they'll appear darker than normal, idk if this is intentional or not, but if it's intentional to add more racial diversity, that's cool but I assume it isn't intentional unless you're adding variety skins to the enemies.
6. Cyberdemon's fainted sprite still clips into the ground a bit without a certain option.
7. didn't get an image, but the imp jumping to walls is VERY buggy, including them generally just floating to the wall, only to drop to the floor, at an unnatural and unaffected by gravity speed, it's very noticable, oh and imps also sometimes jump miles into the air too I think.
8. in Zandronum 3.1, the mod immediately crashes, this is not a bug that needs to be fixed, just a wrong version issue.

9. just found this, but for some reason the Cyberdemon's butt gets seperated from the body while they're fainted in Zandronum and I can't seem to figure out any reason why, my assumption is just... Zandronum has this bug... (ignore the fact I put my Gamma Correction up lol) infact this happens with the spider mastermind too...
with that, let's go to
Suggestions
this is mostly some things that would be cool to add a little bit more immersion
1. maybe you could make it so if you shoot a normal fainted enemy (that's wearing clothes) the clothes will get destroyed like if they're gibbed, but they don't change to a unique fainted pose
2. Maybe when bots get added to the dm maps, add the option when you launch the map to have normal monsters spawn endlessly instead as a more interesting gameplay decision, but only when playing coop or single player, you could also just add maps like in skulltag. (ok, played on Zandronum and they do exist, just not on GZDoom...for some reason...
3. maybe make it so enemies can have a chance to have a flipped corpse or general movement, to add more variety, along with this
4. maybe enemies can have different outfits/skin tones/hair color, for variety like the corpses do, though the outfits is not that.
5. maybe add an option to the menu to turn off nude for people who want to record youtube videos or so, along with this, you could also make it so there's a nude only option for the joke of it being the exact opposite.
6. maybe make a custom campaign for the mod that'll use the jumping and crouching you added, as otherwise these will probably not be used at all, or add a parkour/crouch section in the testing map, idk
7. either change or make the doomimp gib sprites as currently it looks like they're about to faceplant, then they're on their feet and they flop onto their back, which looks really awkward.
8. make the phantom either turn completely visible when defeated or have it be an optional skin choice for the pinkies to be them instead.
9. oh yeah and when there's a "Sleeping" marine that's gibbed (or is a normal enemy at a random chance) make them nude to add continuity.
10. add Daisy's normal faint sprite as a sleeping marine sprite and make daisy able to faint in any of the other fainted sprites in the sleepers
11. whenever the intermission screen gets added, make sure to note that it's not Kills as nobody dies in the mod.
12. maybe the testing map could have a button to respawn the ammo/weapons/other so you don't have to cheat to regain it, or when you summon the chaingun sentry and it gets destroyed
and now I guess
Ideas
aka things that aren't suggestions and just random things I came up with for the mod
1. considering there's 4 characters in the mod, maybe when multiplayer is finished make it so the enemies have skins (or actual classes) fr the characters so you can play as them, they don't need to be their own class, just a skin for the most part
2. if you plan to do more with the hanging marines like befriending, maybe make it so you can defeat them or like the enemies blow off their clothes and defeat them or other stuff, same with the hypno dogs on poles.
3. just generally more variety in the fainting and fainted sprites (along with nude sprites) for the sake of it
4. considering the enemies have alternate attacks and movements, why not make the weapons have alt fires to even it out? like the normal shotgun shoots slugs when using it instead of normal shells.
5. legacy of rust support and weapons (and probably with a chance for them to replace the bfg/plasma rifle), just because it would be cool seeing that.
6. ability to turn off things that might cause lag for some, like ripped cloth, spent bullet shells and paint from paint barrels, either instantly or after a while, this can also be applied to corpses for anybody who thinks those will cause lag, atleast outside of nightmare.
7. considering enemies are all unique, I want to give a few ideas on what the others that aren't confirmed may be (as I think the chaingunner is a wolf) personally, if I had an idea for them, the hellknight would be something similar to the baron like in normal doom, the arachnotron would be a robotic enemy, maybe a robotic coyote, or raccoon, the revenant could be like the flame squirrel and be a skeleton, but if they were an animal, maybe a cheetah or a bat, the archvile could be some witch, maybe a mythical animal like a gorgon, the mancubus can be for more fish animals, something like a seal, or a panda, the pain elemental assuming it'll have a body after being defeated like the lost souls, would probably be something like a grim reaper, and maybe something that would be considered annoying irl, like a rat, mouse, or a mosquito because why not? it's something flying after all, and the wolfenstein ss? how about just a furry demon, not specific animal, just something that fits doom, a demon that's furry, it also fits considering who they're replacing.
8. the chaingun sentry and dummy should have the ability to faint too just because it's funny, nothing about them needs to change besides them collapsing when defeated after all.
yeah thats everything I got currently but I will update it. later, overall, great update and worth the time it took to come out.
also if you (as the non devs) want images of suggestions/ideas I can try to do that lol
perhaps this could be used as a board for suggestions and issues so we don't make a new one each time? just a suggestion to people looking at the mod...anyway I'll start...
I'll try not to repeat anything said in previous topics in this... I should note: I don't hate this mod, I actually kind of like the mod Ironically, atleast for the gameplay, just saying it now, these are not attacks and I'll try to avoid personal opinions, I'll also try to avoid suggestions/requests with new weapons for the sake of "not all good games/mods need to have 1000 unique weapons", keep in mind, these are mostly not gameplay things I've noticed and none of these need to get fixed.
Issues
- A few sprites, mainly the fainted and lying on the ground ones for the Fox and Daisy are cropped a bit off I think? bit of the foxes shoe looks cut off, but that one COULD be correct, however Daisy's left hand in the 2 on the ground sprites are cut off a bit, you won't notice it without adjusted sprite clipping set to Always, but not many other sprites are like this...
- on the topic of adjusted sprite clipping, even with it the CyberGoat still clips into the ground, I don't know if this is a sprite issue or a sourceport issue, but also this one is a bit more of a personal preference honestly.
- some of the music is a bit loud played in Slade, you probably won't notice it in game, but, lets hope you remember the names of the files as I don't think listening to them again would be much fun, atleast in the editor
- The Lost Soul Skull doesn't disappear in the test map when you clear enemies, along with summoned Demons, I assume this is because the spawners didn't spawn them therefore they cannot be despawned, but also idk, I've never made a test map in doom XD
- Not much of an issue for the use, but... the DM maps have no player 1 spawn, so the only way to explore them is to play multiplayer yourself or forcibly put one in, this one is more of a "not an issue, but it is annoying if you wanna see these maps"
- if the alt marine bodies color thing was intended to work in Zandronum, It just doesn't, the alt colored enemies do though
- the shotgun, just the normal shotgun's slide on the ground sprite is too big compared to the first person sprite along with the fact it appears to have a grip while the full sprite doesn't.
these were all the ones I really noticed
Suggestions/Requests
I'll try to keep "Requests" to a minimum
- Instead of completely removing alt colors for base enemies when the placeholders get replaced (I assume this'll happen if that ever actually happens) why not make it a toggle-able menu option? along with alt colored marine bodies
- Someone said something like this, but perhaps a little more interactivity with the hanging marines and Doggos on sticks, would be cool for more detail, like if you shoot them enough you can KO them, or you can free them and they can work as a weak ally for the player, really idk
- the intermission screen still says "Kills" and if they are fainting like the files say, this should be changed to something like "KOs" "Faints" or "Defeats/Defeated", the rest can stay the same because there's no reason to.
- perhaps the Sentry could do a little more than just explode? like perhaps it could fall over to the floor, than blow up, or just fall over, or drop some ammo upon defeat? really as far as I know the Sentry is fine, but it could use a bit of a buff from what I've seen of it in general
- perhaps Gib deaths? aka instead of the same ol faint they fall over in a gib exclusive way when gibbed? this is similar to another thing I've seen, but it's a bit more exclusive to Gibbing only.
- Perhaps (I know, I've said it a lot, I'm sorry) the phantom Kobold's skin can be a chance alt skin for the normal Kobolds? I personally like the Phantom skin, but also it's a specter exclusive, so you never get a great look at it outside of the test map.
- from what I can tell and have played through of the mod, The Dummy in the files could have more to it, it doesn't do much of anything when spawned in, maybe in the test map there could be an area where you can test weapon damage and the dummy like shows the number somewhere? might be hard to program, but would probably be worth it, again I haven't coded stuff like this for doom, could also have a system with the dummies where they can mimic a certain enemy type, aka they don't fight back or move, but they have the same health and stuff as the enemy, and when it reaches 0 it'll just fall over in a pose like the enemy? would make the dummy more unique and useful...
- I don't know if you plan on making maps and a story for this mod or not, but if you do, perhaps put these maps into their own category in the menu like the test maps and DM maps so you can still play the vanilla doom maps? this is only if you plan on making a story/more singleplayer/cooperative maps for it of course.
these were my personal things for the mod, still a good mod personally even with the issues and without any of the suggestions
oh yeah and if anybody wants to add their suggestions/issues/complaints, go ahead I would say use this as a thread to talk about these things.