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Re: [WIP]Colourful Hell 0.96b cyanide

PostPosted: Mon Mar 11, 2019 4:14 pm
by bowserknight
PFL wrote:Yeah, with GZDoom and yes again they woke up both in the show room and in the testing area, moving slightly from their places. The Spectre that killed me was from the showroom and he got me there while I was watching other stats. I also see that there's only one killing switch in the testing area, being the right one; intentional ?


That's strange... are you sure you downloaded the file again after I updated it? Maybe you also have an older version of GZDoom? Those are the only things I can suggest, because for me everything works perfectly. The monsters in the show area have never left their cages and the ones in the test room aren't even active, they're basically just statues and can't be hurt. I honestly don't get why it doesn't work for you :(

And yes the single kill switch is intentional. It kills both sides, not just the right one. Doesn't work for bosses or monsters spawned by other monsters though.

Here I made a short video so you can see it yourself.


Re: [WIP]Colourful Hell 0.96b cyanide

PostPosted: Thu Mar 14, 2019 4:20 pm
by PFL
Well I see differences from your video compared to my experience. what killed me wasn't the white Spectre but the white Soul I think. On my gameplay, it was only on the right side that worked and everybody was moving in the testing area after s shot, just like in the showroom.

And no, I haven't updatred to the newer version so that surely will correct that. I usually update my engine and might need to do it too.

Still, the mod is cool.

Re: [WIP]Colourful Hell 0.96b cyanide

PostPosted: Fri Mar 15, 2019 1:37 pm
by bowserknight
Ok thanks! It happened to me too once with the white Soul. Dunno why. Sometimes, the white Imp can also summon ghost imps that can walk through the cage.

It's all a little weird sometimes but for now I just hope I can somehow get the boss infighting to work but I think it's impossible.

Re: [WIP]Colourful Hell 0.96b cyanide

PostPosted: Sat Mar 16, 2019 5:01 am
by zitro1987
I noticed that the yellow revenant drops a blue armor too frequently even with the option of reduced item drops. That is a tremendously good item for a monster that dies with four rockets and an example of map balanced being impacted.

Purple cyberdemon was tremendous fun. What a great monster design!

Re: [WIP]Colourful Hell 0.97 fix fix

PostPosted: Sat Mar 16, 2019 12:04 pm
by Hege Cactus
Alright patch time! 0.97

Download

Big changes;
- Added a colourblnd support mode
- Buffed and changed many monsters



Changelog:
Spoiler:

Re: [WIP]Colourful Hell 0.97 fix fix

PostPosted: Sat Mar 16, 2019 1:05 pm
by Ryuhi
I'm hype to try out colorblind mode~

Re: [WIP]Colourful Hell 0.97 fix fix

PostPosted: Sun Mar 17, 2019 6:21 am
by bowserknight
Hege Cactus wrote:
- nerfed the earthquake effect damage a bit


what do you mean with that, a general nerf to every monster that has an earthquake attack, or just for 1 specific monster?
Great job with the bugfixes, went faster than expected! :) Even tho I won't need colorblind mode, I appreciate it for all the people who do need it.

Re: [WIP]Colourful Hell 0.97 fix fix

PostPosted: Sun Mar 17, 2019 6:41 am
by KILLER2
Hege Cactus wrote:Alright patch time! 0.97

Download

Big changes;
- Added a colourblnd support mode
- Buffed and changed many monsters



Changelog:
Spoiler:


Ayo Hehe, are you still updating the 2.8.1 version? New DRLA just released and I am using that version on top of DRLA so it would be nice if you could update that as well.

Re: [WIP]Colourful Hell 0.97 fix fix

PostPosted: Sun Mar 17, 2019 12:25 pm
by Beezle
KILLER2 wrote:
Hege Cactus wrote:Alright patch time! 0.97

Download

Big changes;
- Added a colourblnd support mode
- Buffed and changed many monsters



Changelog:
Spoiler:


Ayo Hehe, are you still updating the 2.8.1 version? New DRLA just released and I am using that version on top of DRLA so it would be nice if you could update that as well.

I'd also be interested in the 2.8.1 version as well, but if it's more trouble than its worth I'd completely understand. Just happy one of my favorite monster mods got an update, new colorblind mode is gonna be interesting :)

Re: [WIP]Colourful Hell 0.97 fix fix

PostPosted: Sun Mar 17, 2019 4:42 pm
by lwks
Add progression mode? Early levels only spawn green enemies and the other tiers start appearing on the latter levels (or something like that)?

Re: [WIP]Colourful Hell 0.97 fix fix

PostPosted: Sun Mar 17, 2019 5:03 pm
by bowserknight
lwks wrote:Add progression mode? Early levels only spawn green enemies and the other tiers start appearing on the latter levels (or something like that)?


I doubt that'll become a thing (and that it's even possible) since not every wad has the classic 32 maps setup. Some wads only have like 5 maps, or even just single ones. Or some wads only start at map 20, stuff like that. Good idea tho.

Re: [WIP]Colourful Hell 0.97 fix fix

PostPosted: Sun Mar 17, 2019 6:04 pm
by lwks
bowserknight wrote:I doubt that'll become a thing (and that it's even possible) since not every wad has the classic 32 maps setup. Some wads only have like 5 maps, or even just single ones. Or some wads only start at map 20, stuff like that. Good idea tho.


And some WADs have shitty pacing with a long ass first level alongside 200 enemies, depending on the mod you're using that's rough or even nearing impossible.

Re: [WIP]Colourful Hell 0.97 fix fix

PostPosted: Mon Mar 18, 2019 6:24 am
by KILLER2
The new cyan monsters with ice seem to have some really wonky sprites. At least the zombieman does, he looks diagonal...almost like he's from a different game. Kind of breaking my immersion.

Re: [WIP]Colourful Hell 0.97 fix fix

PostPosted: Mon Mar 18, 2019 11:01 am
by Apteral10
Still loving this mod. Keep up the great work Hege. It just makes everything much more interesting. Although for some reason the trashcan enemy loves to trash my game (pun was intended and I am not joking. It is crashing my games quite commonly which is odd)

Re: [WIP]Colourful Hell 0.97 fix fix

PostPosted: Mon Mar 18, 2019 11:39 am
by bowserknight
I tested the buffed orange Cyberdemon and Mastermind and I really like the changes for both of them. Cyberdemon's rain is a little hard to deal with but I like that he's harder than before, I used to be more scared of a purple Cybie than an orange one.
Mastermind feels perfect now, but for some reason, everytime it summons the orange Arachnotrons, my game freezes after ~1-2 seconds. Music still runs but the whole game doesn't react anymore. Really weird.
Black Arachnotron doesn't feel much different.
Undertaker's bouncing bone tornadoes seem to stay forever, even after he's ded.