I had a crash when trying to load a mission on the map. Jeffrey had just ran off to do hunting alone and I found two map missions for rescue, but upon clicking on one with the reward being lockmaster, and getting back Jeffrey, the game crashed to desktop.
Prox-Mine-Painter
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I tried this with Hexen and got this error:
OS: Windows 11 (or higher) (NT 10.0) Build 26100
GZDoom version g4.14.0
W_Init: Init WADfiles.
adding C:/Program Files/Gzdoom 4-14-0a/gzdoom.pk3, 689 lumps
adding C:/Program Files/Gzdoom 4-14-0a/game_support.pk3, 3308 lumps
adding ./HEXEN.WAD, 4270 lumps
adding C:/Program Files/Gzdoom 4-14-0a/game_widescreen_gfx.pk3, 214 lumps
adding RustAndBones.pk3, 1142 lumps
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device IOpenAL Soft on Speaker (Realtek(R) Audio)
EFX enabled
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
Vulkan device: IAMD Radeon(TM) Graphics
Vulkan device type: integrated gpu
Vulkan version: 1.3.280 (api) 2.0.302 (driver)
Max. texture size: 16384
Max. uniform buffer range: -1
Min. uniform buffer offset alignment: 16
Resolution: 1366 x 768
I_Init: Setting up machine state.
CPU speed: 2795 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Ryzen 5 7520U with Radeon Graphics
Family 23 (23), Model 160, Stepping 0
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
IScript warning, "RustAndBones.pk3:textures.guns" line 396:
IUnknown patch 'CEYEA0' in texture 'BEYEA0'
IScript warning, "RustAndBones.pk3:textures.guns" line 402:
IUnknown patch 'CEYEB0' in texture 'BEYEB0'
IScript warning, "RustAndBones.pk3:textures.guns" line 408:
IUnknown patch 'CEYEC0' in texture 'BEYEC0'
IScript warning, "RustAndBones.pk3:textures.guns" line 414:
IUnknown patch 'MISLB0' in texture 'BEYED0'
IScript warning, "RustAndBones.pk3:textures.guns" line 420:
IUnknown patch 'MISLC0' in texture 'BEYEE0'
IScript warning, "RustAndBones.pk3:textures.guns" line 426:
IUnknown patch 'MISLD0' in texture 'BEYEF0'
Execution could not continue.
Script error, "RustAndBones.pk3:animdefs" line 27:
Bad syntax.
This has been a ton of fun. I first tried it on the big single player map Cheogsh, and it worked quite nicely there!
Funny enough I learned about the upgraded shotgun after I beat the map and began killing foes in the vanilla 02 map that came up, which got me to look for the official rust and bones page to learn about the others, a very cool touch!
I look forward to trying this in another map with fairly tough enemies.
Very cool game, but a few points:
First a bug report on ratbone, his bone can be launched outside of the dungeon walls if you throw the bone when jumping into the ceiling, leaving you unarmed. I think letting the player teleport the bone back by holding the attack button would work well to mitigate that, and it's annoying to have to hunt down the bone anyways if it travels a ways away while hunting down enemies.
Second, Rollerpig is not too interesting since you can hold the roll indefinitely. I think giving him a stamina bar that lasts for perhaps 4-5 seconds would be a fair compromise, having a recharge/cooldown once emptied of 1.5 seconds.
Swarmbug is interesting, but it has a very hard time dealing with swarms of enemies ironically, and that can be a BIG problem if you start a level with a bunch of enemies falling down a hole (Which has happened with some runs), leaving you without space to escape and breathe. I think letting the player launch bugs more forcefully as you press attack by pressing a side direction would work well, have such bugs push back enemies a tiny bit at least so you can handle a wave of foes more practically.
Nothing on the chicken, he's pretty perfect, maybe not letting the player slash as fast as they can tap the button would balance the chicken more, but it's still vulnerable enough having to deal with multiple angles at times.
Hello, after your reply clarifying the use of wands/staves, I thought over an idea of mine regarding enchanting weapons with elemental damage as a spell in the magic tree.
But my extra edit to this idea is that your use of wands/staves adds a small bonus to the enchantment, nothing great, but it would keep the use of those weapons relevant and adding a stratagem of swapping them out before or during battle to give yourself a slight elemental edge to your ranged or melee attacks.
Hi, I was wondering about magic, are wands like the stone wand you get early on or craft only used to add to spell damage, or do they have their own attack? Pressing attack just hits someone for metal damage, so I wasn't sure if they were just available to boost your spells from your magic skill tree.
Very cool mod with some crazy enemies, a couple of suggestions however:
The scarecrow is a bit too insane of a challenge; it depletes your health with it's spinning attack and moves too fast to boot, making it nigh impossible to kill or survive against at any rate except in vast rooms you can move around in.
The decor sprites used for the gallery can end up showing up in certain maps such as Project Ibis, appearing in place of say the chairs there or even in doorways. While that kind of map is not common, I would like to play with these monsters in that and any other maps that used decor like it does, and it's good to have this mod available to as many maps as possible at any rate, so maybe a gallery-less download would be good, if you're interested in that.
There's a bug I encountered where the first enemy does not spawn when starting the game (And no others follow suit), I think maybe I clicked too fast after the game restarted my last loss?
Edit: I think it was when an enemy was JUST spawning and I was killed, the screen transitioned, then I tried starting it up again and nothing spawns in.
I love playing this mod, both sides are very fun and it keeps me engaged.
I kind of wish the hellknight replacements were SLIGHTLY less agressive in their jumps, because they can quickly block off narrow areas or teleporter entrances without giving you much of a chance.
I think the enemies doesn't work with Hexen, as I loaded it with Hexen.wad with the latest Gzdoom executable, but I also had tried it with Doomrunner.
Amusingly, enemies spit out red gore you would see from spiders usually, and the beginning Ettins get the speed of the spider critters (I presume other enemies might similarly get speed changes.).
Interesting manifesto, though I'm confused as to why you bring Doom 2 into this. Doom 2 doesn't take much for it's requirements, though some mods do and some don't, so why bring Doom 2 modding in general into the title and at the end?
Especially considering the part on "Low-poly 3D environments" which depending on the old engine used could use about as much hardware power as Doom 2.
This said however, I do think mindfulness is a good idea for people making anything and optimization is important, it's also very taxing depending on the project which is a real sap for the spirit, but it's not a bad idea to start out low and small for people getting into games. I can't claim I do that as I bounce around with various programs advanced and old, but I can appreciate the experience of starting small and grow big on making things in the realm of gaming.
Very cool in premise with a lot of nice design, but the proverbial rope was too tight and small for me to feel compelled to look around with so little given to me to stretch out my time. It does succeed in pressuring me to be careful, but with so much vast space to look around, I didn't feel compelled to continue when I was barely finding anything, and for what I did find, I unsure if I was even accomplishing something; were the metal structures important finds? The small glowing fish? No feedback gave me little incentive to look around for whatever I was looking for.
There is an art to giving the player little to go on, but you can do too much and make a player feel like they are wasting their time with hours going in each direction and feeling more and more frustrated with how tight their leash is.
Upgrades would help drastically, perhaps for pinging lights around the darkness, and also letting the player drop one single limited light sources (Per recharge) to act as a guidance beacon.
I honestly want to call this cool for a gamejam, but in honesty, even FOR a gamejam this is more frustrating then not.
I would love to see this developed more but with a more balanced challenge.
I enjoy the mod so far, the guns feel solid, their damage feels good, the quips are fun, and I love the polish overall!
Hexen drops could use a tweak to make flechettes into grenades rather then armor vests.
Harley feels great against human opponents but she's fun enough to bring to any fight!
Love the main menu for her and the map name displays every time you go into a new map, nice touch!
Very nice work so far. I've downloaded this from the zdoom forums and it works quite well.
The pistol reloading could use a little smoothing, but it's overall a fun mod.
I would love to play this with Ashes maps and other urban map packs.
I'm going to mix this up with Hexen for sure. Thanks for making your mods compatible with Hexen and Heretic!
I ran into a bug on a new area where a little bit past the entrance, the tunnel curves downward, but the camera seems to bug out and snaps tightly to stick with the height of the entrance rather then moving downward.
It seems to be the right camera type initially as it seems to float to follow the character, but when getting to the curve it snaps to the entrance level and stays there, making it impossible to play onwards without luck.
This was tons of fun! Great controls, great hitbox that's just big enough to let me swerve around enemies without being too easy, and I love the behavior of enemies being different enough, such as the bots not damaging on touch, AND being able to destroy zombies with their shots (Awesome touch.)
Great game!
Edit: Also, VERY good kitty!
For a broken game, this is pretty fun! It needs a little polish and adjustment to a couple of places (Those elevator platforms could go up and down a hair slower, those things make me slightly dizzy forcing the screen to scroll up and down quickly), but otherwise this isn't too bad. I can see it doing well with some continued work to round things out and fill out the missing content.
The chicken mid-boss could use some adjustment so the mini-chickens won't spawn with any speedsters in their ranks.
Good entry!
I'm giving a bug report on the ancient map.
I had found the notes, got the key, then the ancient map and other items, and with Ivy busy that first day, I went and did bar work, slept, talked with Ivy and got that funny clothing removal scene, then after that I talked to her and selected the ancient map, however I got some quotes about teaching a man to fish in order to roger their spouse, then just nothing in the text window.