Re: BossBattles V_16ZA/ClasslessV5

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Evilm0nk
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Re: BossBattles V5.2ZA

Post by Evilm0nk »

for a zdoom/gzdoom version to work, I will have to copy some skulltag textures over or redo every single map with different textures and I really don't want to do that. I would also have to remove the runes and make custom powerups for that stuff.
My idea for a Zdoom/gzdoom version is to be more single player oriented and to provide a much deeper story aswell as balancing it out more. I will begin work on it this week, the texture stuff shouldn't be as much of an issue as redoing a few powerups.
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Evilm0nk
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Re: BossBattles V_1GZ

Post by Evilm0nk »

Here is the first running version for zdoom and gzdoom. There may still be some missing actors but it shouldn't be too much of an issue.
The difficulties have been changed so it should not be as difficult as the zandronum version.
Some maps may still not have alot of ammo like the arena based maps, But I am working on that.
This version requires the skulltag textures but not the data pk3.

so here is the location of the skulltag texture wad:

http://forum.zdoom.org/viewtopic.php?f=37&t=35025

I Did not create this wad, the wad just contains skulltag textures which is needed.

Here is the 1st version for gzdoom and zdoom, also includes the music aswell.

http://www.mediafire.com/?ojry81h4sqd6n7i
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Evilm0nk
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Re: BossBattles V_1GZ

Post by Evilm0nk »

After about three months, I present Version 2.

http://www.mediafire.com/?7txgsa76p06fgef

+fixed map 03 lightning effect
+Fixed missing actors on map 2,4,7
+Add non demon statues to heaven levels
+Map04 spawns correct ammo
+added more traps to museum map.
+Fix status bar so it refreshes quicker.
+Fixed Invisible stone for heaven protection map.
Lots of other bugs fixed too that will most likely be unnoticeable.

There hasn't been a whole lot of progress since I have been working on Caco Invasion, I fixed these bugs months ago and haven't done much else.
I figured I Might as well release it as it has been quite sometime.

Coming Soon:

I have already started 2 maps, one will be a new titlemap aswell as a playable map, Most likely will be the map you play before fighting demortrix.
The other map I am not sure off, it is starting to look like map01 but with more of a chaos realm feel to it.
The doomguy shotty that was in previous versions will return to the doomguys hands, the other shotty will go back to the strifeguy.
CacoInvasion bosses will definitely start to appear as well, Maybe make a custom map just dedicated to cacos in hell.
I plan to redo the powerup system as it is very needed.
I plan to redo the damagetype system aswell, most of the bosses have multiple damagetypes for there projectiles which wont work so well. Not sure Why I did that at the time.
Jason is also working on another map.
There Are plans to add specific gzdoom/zdoom functions to bosses aswell.


I will try to host bossbattles more often! :)
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Re: BossBattles V_2GZ

Post by atar »

First of all thank you for the newest release.I tried to run it with the latest version of zandronium,but an error msg always appears:

Code: Select all

Script error, "BossBattles_V2GZ.pk3:BossBattles_V2GZ.wad:MAPINFO" line 10:
Unknown property 'MonsterHealth' found in skill definition

Script error, "BossBattles_V2GZ.pk3:BossBattles_V2GZ.wad:MAPINFO" line 22:
Unknown property 'MonsterHealth' found in skill definition

Script error, "BossBattles_V2GZ.pk3:BossBattles_V2GZ.wad:MAPINFO" line 33:
Unknown property 'MonsterHealth' found in skill definition

ParseSectInfo: Loading sector identifications.
S_InitData: Load sound definitions.
Texman.Init: Init texture manager.
Unknown patch 'SFLAA0' in texture 'BFLAA0'
Unknown patch 'SFLAB0' in texture 'BFLAB0'
Unknown patch 'SFLAC0' in texture 'BFLAC0'
Unknown patch 'SFLAD0' in texture 'BFLAD0'
Unknown patch 'SFLAE0' in texture 'BFLAE0'
Unknown patch 'SFLAF0' in texture 'BFLAF0'
Unknown patch 'SFLSA0' in texture 'BFLSA0'
Unknown patch 'SFLSB0' in texture 'BFLSB0'
Unknown patch 'SFLSC0' in texture 'BFLSC0'
Unknown patch 'SFLSD0' in texture 'BFLSD0'
Unknown patch 'SFLSE0' in texture 'BFLSE0'
Unknown patch 'SFLSF0' in texture 'BFLSF0'
Unknown patch 'SFLSA0' in texture 'BFLASMAL'
Unknown patch 'SFLAA0' in texture 'RFLAA0'
Unknown patch 'SFLAB0' in texture 'RFLAB0'
Unknown patch 'SFLAC0' in texture 'RFLAC0'
Unknown patch 'SFLAD0' in texture 'RFLAD0'
Unknown patch 'SFLAE0' in texture 'RFLAE0'
Unknown patch 'SFLAF0' in texture 'RFLAF0'
Unknown patch 'SFLSA0' in texture 'RFLSA0'
Unknown patch 'SFLSB0' in texture 'RFLSB0'
Unknown patch 'SFLSC0' in texture 'RFLSC0'
Unknown patch 'SFLSD0' in texture 'RFLSD0'
Unknown patch 'SFLSE0' in texture 'RFLSE0'
Unknown patch 'SFLSF0' in texture 'RFLSF0'
Unknown patch 'SFLSA0' in texture 'RFLASMAL'
Unknown patch 'SFLAA0' in texture 'WFLAA0'
Unknown patch 'SFLAB0' in texture 'WFLAB0'
Unknown patch 'SFLAC0' in texture 'WFLAC0'
Unknown patch 'SFLAD0' in texture 'WFLAD0'
Unknown patch 'SFLAE0' in texture 'WFLAE0'
Unknown patch 'SFLAF0' in texture 'WFLAF0'
Unknown patch 'SFLSA0' in texture 'WFLSA0'
Unknown patch 'SFLSB0' in texture 'WFLSB0'
Unknown patch 'SFLSC0' in texture 'WFLSC0'
Unknown patch 'SFLSD0' in texture 'WFLSD0'
Unknown patch 'SFLSE0' in texture 'WFLSE0'
Unknown patch 'SFLSF0' in texture 'WFLSF0'
Unknown patch 'SFLSA0' in texture 'WFLASMAL'
Unknown patch 'SFLAA0' in texture 'GFLAA0'
Unknown patch 'SFLAB0' in texture 'GFLAB0'
Unknown patch 'SFLAC0' in texture 'GFLAC0'
Unknown patch 'SFLAD0' in texture 'GFLAD0'
Unknown patch 'SFLAE0' in texture 'GFLAE0'
Unknown patch 'SFLAF0' in texture 'GFLAF0'
Unknown patch 'SFLSA0' in texture 'GFLSA0'
Unknown patch 'SFLSB0' in texture 'GFLSB0'
Unknown patch 'SFLSC0' in texture 'GFLSC0'
Unknown patch 'SFLSD0' in texture 'GFLSD0'
Unknown patch 'SFLSE0' in texture 'GFLSE0'
Unknown patch 'SFLSF0' in texture 'GFLSF0'
Unknown patch 'SFLSA0' in texture 'GFLASMAL'
Unknown patch 'SFLAA0' in texture 'YFLAA0'
Unknown patch 'SFLAB0' in texture 'YFLAB0'
Unknown patch 'SFLAC0' in texture 'YFLAC0'
Unknown patch 'SFLAD0' in texture 'YFLAD0'
Unknown patch 'SFLAE0' in texture 'YFLAE0'
Unknown patch 'SFLAF0' in texture 'YFLAF0'
Unknown patch 'SFLSA0' in texture 'YFLSA0'
Unknown patch 'SFLSB0' in texture 'YFLSB0'
Unknown patch 'SFLSC0' in texture 'YFLSC0'
Unknown patch 'SFLSD0' in texture 'YFLSD0'
Unknown patch 'SFLSE0' in texture 'YFLSE0'
Unknown patch 'SFLSF0' in texture 'YFLSF0'
Unknown patch 'SFLSA0' in texture 'YFLASMAL'
Unknown patch MUSP in texture MUSP
Texture MUSP is left without any patches
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Tried to register class 'Impaler2' more than once.
Tried to register class 'Guardian2' more than once.
Error in translation '0:255=%[0.00,0.00,0.00]:[0.50,0.50,0.50]':
Script error, "translation" line 1:
Expected integer constant but got '%' instead.

Error in translation '0:255=%[0.00,0.00,0.00]:[0.50,0.50,0.50]':
Script error, "translation" line 1:
Expected integer constant but got '%' instead.

Tried to register class 'terminator' more than once.
Tried to register class 'HHTorpFX' more than once.
Tried to register class 'HellFire1' more than once.
Tried to register class 'CyberdemonStatue' more than once.
Bad hex number: no
Bad hex number: no
Bad hex number: no
Bad hex number: no
Bad hex number: no
Bad hex number: no
Bad hex number: no
Bad hex number: no
Bad hex number: no
Bad hex number: no
Bad hex number: no
Bad hex number: no
Bad hex number: no
Bad hex number: no
Bad hex number: no
Bad hex number: no
Bad hex number: no
Bad hex number: no
Bad hex number: no
Class PowerDoubleFiringSpeed referenced but not defined
Class PowerInfiniteAmmo referenced but not defined

Execution could not continue.
Any suggestions please?
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Evilm0nk
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Re: BossBattles V_2GZ

Post by Evilm0nk »

Sounds like your using the gzdoom version on zandronum. Which won't work, you'll have to download the zandronum version, which should have a link to that forum in the first post. If you are using the zandronum version then maybe its not running right because its missing the skulltag actors and SKUlltag data pk3s. But the error sounds like my first suggestion, I'm at work right now so I can't exactly post a link up (as I am doing this through my phone). I'll re edit this later to try and give you further help.
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Evilm0nk
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Re: BossBattles V_3GZ

Post by Evilm0nk »

Finally After A failed Hard drive and many bugs on the zandronum version I present Version 3 for gzdoom and Zdoom.

https://www.mediafire.com/?p2a1xjx59216529

+Added notarget flag to monsters.
+Changed blood system.
+Redid Damage System (As in Redid all the Damagetypes for everymonster and player class).
+hades balls no longer bleed blood.
+Fire wizard Translation changed.
+Added new Bosses: CyberDemolisher, Deceptionist, DarkFaith, CaptainolRed, Titon, doom64Spidermastermind, and EvilStrifeGuy.
+1 New map (map18).
+Titlemap modified to explain more of the story.
+Changed cacodads translation to the same one in caco invasion thanks to popsoap.
+Zombie caco Boss from caco invasion replaced Bossbattles version.
+Cacaroo Has been updated to Caco invasion Version instead of cacocontamination one. (helemental)
+Giant Green Cacodemon from caco invasion replaced Bossbattles Version.
+Added New player class "Elemental Marine". (Doom64 Marine).
+Fixed texture error on doors on map 18.
+Fixed heavenguards, They no longer damage friendlies.
+Fixed Texture error on map20.
+Fixed Status Bar issue, Now when minimized, it loads up original doom status bar.
+Aligned Textures on map03.
+Aligned Textures on Map04 and got rid of missing actors.
+Changed some lighting on map11
+Increased weight on cacodemons.
+fixed steel eye, goes into steel mode too much.
+Fixed missing actors on map3.
+Beefed Up all player classes, some you will notice more then others.
+Fixed Icon of sins spamming of the pain noise.
+Fixed Demon Hearts Spamming of heartbeat sound, the volume is reduced.
+Added the New bosses to the museum.
+Rebalanced ammo usage for all weapons.
+Re-organized all the maps, They are in a different order now and make more sense.
+Added a wave counter to all the maps as well as lowered the amount of waves on some maps and raised it on others.
+2 heaven maps are now bigger and contain new areas.
+Slowed down the speed of the cyberdemon missile.
+Raised the Hp of all doom,heretic,hexen monsters (barons,demons,mages, ect... Just the weak enemies not bosses).
+More single player friendly, As in more heaven guards on the maps and less monsters to fight.
+CyberArach No longer continues to shoot forever.

Still to come:
-Another Map still in progress, 30% done.

As a note, I copied most of these changelogs from the zandronum thread. The Notepad i had with all the changes was wiped out with my hard drive, So I fixed more then this but don't quiet remember all of it.
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TiberiumSoul
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Re: BossBattles V_3GZ

Post by TiberiumSoul »

Hey monk, would it be alright if I made some maps for this? Provided that you can do the acs of course
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Evilm0nk
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Re: BossBattles V_3GZ

Post by Evilm0nk »

Hmm that should be fine, As long as there Hell themed or some what Dark.
I am always on irc or you can message me on here.
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Evilm0nk
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Re: BossBattles V_4GZ

Post by Evilm0nk »

Finally here is Version 4 for Gzdoom/zdoom:

https://www.mediafire.com/?znu0g9x7js1wo1c
Includes music pk3

+Vampire Crash fixed ( would crash graveyard map alot )
+Redid a small section on map05 aswell as the monsters that spawn there
+Redid Gaguuros code to mirror the cacoinvasion one
+Fixed Ractuses Damage output, was too strong before.
+Maephisto and cerberus have doubled in size.
+Beefed up mages frost shards, bloodscourge (Bloodscourge no longer inherits from the original hexen version,
this way its stops the orange screen upon firing and dieing at the same time.), cultstaff, and firewand
+Nerfed Mages tri-wand
+Beefed up Strifeguys punch slicer
+Beefed up clerics wraithverge, serpent staff, mace, Lightbringer, and fire hands
+beefed up fighters gauntlets, Quietus and Staff of Protection.
+Nerfed Fighters lightning sword.
+Fixed fighters rune powerup, no longer says you received the spread rune (Zandronum).
+Redid 2 more sections of map05.
+Redid lava areas on 80% of the maps, they now do 5 times the amount of damage then before, this way its actually dangerous.
+Redid deaths on boss monsters, Bloodier and more explosive deaths, similiar to the doom64 motherdemon. (Took Forever to do)
+All monsters no longer turn into flames when they're bodies disappear, instead they just fade away.
+Intermission music changed to a intro from doom 3.
+New Map: Map16 the chaotic Castle
+Demortrix had a makeover, he doesn't have a 1 second delay when attacking, now its a half a second.
he will also attack a little less frequent then before. Fixed his transparent bug as well as him disappearing for 15 seconds, now when he is injured
he just disappears for a second and returns with his minions. He no longer is invulnerable for the most part except when he starts out each attack.
+Added Monster, Flame Cacodemon and Boss CaptainolRed (was inserted last version but had not made it into a map yet)
+Minor Bugfixes.

In the next update, I plan to do a big overhaul on the museum map, after that I plan to add a few more caco invasion bosses as well as start a new map.
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DoomKrakken
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Re: BossBattles V_4GZ

Post by DoomKrakken »

Absolutely LOVE the gameplay and weapons. It'd also be cool to play with Russian Overkill or Guncaster.

Absolutely HATE the storyline. Especially that "Satan" replacement. Ugh...

Quick question: what the hell does "BossbattlesM_V7" do?
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Somagu
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Re: BossBattles V_4GZ

Post by Somagu »

If I had to guess without looking, I'd say it's probably a separate music file.

[edit] Yes, it is in fact music, and nothing else.
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Evilm0nk
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Re: BossBattles V_4GZ

Post by Evilm0nk »

^Exactly, at any rate the story needs alot of work. the reason I haven't worked on it enough is because the mod isn't actually complete yet, still needs 10 more maps. Also the archon of hell isn't a permanent sprite for the devil (though he fits, but he is in alot of other wads ). I am working on finding/creating a better sprite for him, aswell as demortrix.

The newer versions no longer require a separate music file. But ofcourse when I say newer versions I mean the zandronum versions. This version on zdoom/gzdoom is outdated and I need to update it ( which requires a small amount of work ). I will try an update it this week.

Also never heard of Russian overkill and guncaster. ( but I am sure a simple search and I can find them :D)
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DoomKrakken
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Re: BossBattles V_4GZ

Post by DoomKrakken »

Russian Overkill: A super overkill mod.

Guncaster: 10 times tamer than Russian Overkill, published by the same author. Super awesome. :D
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Evilm0nk
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Re: BossBattles V_5GZ

Post by Evilm0nk »

I will Have to check them out :).

Here is Version 5 for Zdoom/Gzdoom:

https://www.dropbox.com/s/0v2e9rih6t19x ... Z.pk3?dl=0

I figured it would Take awhile to change some code to make it compatible but only took me 2 hours.
I copied over all the changes that took place on the zandronum version to this version.
Now the Gzdoom version is up to date with the zandronum version, with a few extra fixes aswell.
Spoiler:
Omnis
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Re: BossBattles V_5GZ

Post by Omnis »

The link for the Zandronum version is broken. I wanted to download this to play online and Zandronum is better than GZDoom for multiplayer.
More than a year later, I know... but any chance you can re-upload the Zandronum version?
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