mjsonofharry / rbdoom-3-bfg-gameplay-overhaul Goto Github PK
View Code? Open in Web Editor NEWA simple fix for shotgun spread that also happens to change nearly every other aspect of gameplay
A simple fix for shotgun spread that also happens to change nearly every other aspect of gameplay
e.g. BFG wraith def references joints that don't exist in D3
Check if this happens with normal r_ prefixed cvars and in unmodified base game.
Effect noticed during singleplayer session on multiplayer map, so confirm that it persists in campaign.
Try:
Reduce the amount of health given by healthstations.
d3 intro -> mars_city1 -> ... -> hellhole -> d3 ending -> d3xp intro -> erebus1 -> ... -> d3xp ending
Remove overcharge from grenades and BFG.
Be sure to update the anim timings in the shotgun entity def.
Under certain conditions you can get into a grenade-throwing loop. It's easy to cancel by switching weapons, but should be fixed.
Get rid of it
Move + shoot for hitscan enemies is sketchy
Need to replace firing sounds for:
Below g_skill 3, consider the following for faster walk/run:
Need to override md5anims from this mod with altered md5anims from alpha shotgun. Ergo compatibility patch must have higher load priority than this mod and alpha shotgun.
Should finish writing autopak for this.
Last Man Standing and OpenCoop
Could replace soul cube / artifact in inventory. Need to see if it's even worth bringing into base campaign.
¯\_(ツ)_/¯
Add incinerate attack to archvile behaviors.
Works like spawner state, except uses predetermined targets to keep track of child zsec AI.
Bring SSG to base game, possibly as a weapon replacement.
See def/archvile.def for an example. Need to re-add the file. Next time, merge basedev into master, then merge dev.
This requires edits to the maps to slow down certain movers.
This has a few steps:
They should try to rush the player for melee attacks instead of standing in place 5 ft away spamming fireballs.
Try Q2 spray 'n pray style instead o H2 burst fire style.
Refer to sentry AI.
Not to be mistaken with Classic RBDOOM 3.
Modify cyberdemon so that it takes damage just like any other boss or enemy.
Zsec need the most work out of all the AI because 1) they dominate the early campaign, 2) they're boring to fight, and 3) they use hitscan attacks.
Doom 1 and 2 got away with (2) and (3) because those games didn't also suffer from problem (1).
Implementing full GOAP is infeasible because of scripting limitations; no hash maps, dynamic allocation, or even arrays. Must rewrite the zsec HFSM from scratch to be as GOAP-like as possible.
Maybe use a sys.wait call to delay their attacks.
Use a trace()
Super fast reload animation after certain number of shots fired.
When he wants to use flamewall, he should randomly decide to incinerate instead.
When he wants to use incinerate, he should randomly use resurrect instead.
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