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Re: [WIP]Colourful Hell 0.97b fix fix hotfix

PostPosted: Fri Apr 19, 2019 7:29 pm
by PFL
yeah, I encountered that situation with the latest release. One hit or so before they get killed, they stop moving.

Re: [WIP]Colourful Hell 0.97b fix fix hotfix

PostPosted: Mon Apr 22, 2019 12:54 pm
by Alptraum
I love PillowBlaster's Guncaster mod. But I want to make it more difficult and spicy so I wanted to play it with Colorful Hell mod. But I get one of 2 problems.

A) Enemies are colourful but they don't drop gold

B) The game runs but enemies are not colourful.

I tried different orders and even patches to make it work but I couldn't do it.

Any help?

Re: [WIP]Colourful Hell 0.97b fix fix hotfix

PostPosted: Mon Apr 22, 2019 8:26 pm
by Rowsol
Alptraum wrote:Any help?


viewtopic.php?f=43&t=63660

Load order is:

Guncaster
CH
Adapter

Re: [WIP]Colourful Hell 0.97b fix fix hotfix

PostPosted: Wed Apr 24, 2019 6:30 pm
by Hege Cactus
Ah, damn it
I was hoping to not have to update so quick but the colourblind mode add on made one huge oversight on my part and many monsters that had old way of entering phase 2 ended up having messed up warps

So here, CH 97CCC
Download;
Link

-Fixed the jump issues
-Nerfed Benellus normal form a tiny bit (rushed, not the final rework)

Edit: this was also bit sudden patch so I didnt have time to implement the ogg sound fix yet

Re: [WIP]Colourful Hell 0.97ccc fiiix

PostPosted: Sat Apr 27, 2019 1:31 am
by quad01man
Hi there, using the latest build of colorful hell and I came across a freeze that happens when orange pain elementals start spewing their souls. Its just the transparent orange elementals, and It happens after the first or second soul to come out.

Re: [WIP]Colourful Hell 0.97ccc fiiix

PostPosted: Sat Apr 27, 2019 11:48 am
by Brohnesorge
That freeze is on the yellow Lost Souls themselves. GZDoom 4.0.0 completely freezes when the Yellow Lost Soul attacks and hits something.

Re: [WIP]Colourful Hell 0.97ccc fiiix

PostPosted: Sat Apr 27, 2019 12:03 pm
by Hege Cactus
That is an oversight I accidentally did not notice when changing the colourblind mode jump things

Ive reuploaded a fixed version.

Re: [WIP]Colourful Hell 0.97b fix fix hotfix

PostPosted: Sun Jun 09, 2019 1:43 pm
by huntrag94
Alptraum wrote:I love PillowBlaster's Guncaster mod. But I want to make it more difficult and spicy so I wanted to play it with Colorful Hell mod. But I get one of 2 problems.

A) Enemies are colourful but they don't drop gold

B) The game runs but enemies are not colourful.

I tried different orders and even patches to make it work but I couldn't do it.

Any help?


Have you tried using this viewtopic.php?f=43&t=63660 it's a fix for most monster mod add-ons fix for GC

Re: [WIP]Colourful Hell 0.97b fix fix hotfix

PostPosted: Sun Jun 09, 2019 2:09 pm
by Rowsol
huntrag94 wrote:
Spoiler:


Have you tried using this viewtopic.php?f=43&t=63660 it's a fix for most monster mod add-ons fix for GC


Not only is the post 2 months old, I linked the adapter in the post directly below it.

Re: [WIP]Colourful Hell 0.97b fix fix hotfix

PostPosted: Sun Jun 09, 2019 3:43 pm
by huntrag94
Rowsol wrote:
huntrag94 wrote:
Spoiler:


Have you tried using this viewtopic.php?f=43&t=63660 it's a fix for most monster mod add-ons fix for GC


Not only is the post 2 months old, I linked the adapter in the post directly below it.


My bad didn't see the date @ _@

Re: [WIP]Colourful Hell 0.97ccc fiiix

PostPosted: Thu Jun 20, 2019 12:28 am
by SpacemanStrife
So I made a "monochrome" addon that lets you force all monsters to spawn at a specific tier/color, and I figured I'd upload it in case anyone else would have a use for it:

Screenshot (top one is standard CH spawning for comparison):
Spoiler:


Download:
https://www.dropbox.com/s/72l8nslo5hbnm ... n.pk3?dl=0

You'll need to load it after the main CH mod for it to work, but other than that it seems to do the trick, at least on GZDoom 3.7.2. I haven't tested it with mods that require compatibility patches.

Black and White tiers are not selectable because not every monster has black/white variants. (Plus I'm a little nervous to find out what would happen if you tried to spawn large groups of enemies that are designed to be fought by themselves.)

Re: [WIP]Colourful Hell 0.97ccc fiiix

PostPosted: Wed Jul 03, 2019 1:08 am
by Yebudoom
After months of using the Shades of Doom/Champions/LegenDoom Lite combo I finally tried CH. And it's fucking great, but definately a little harder. I think I'll take a look at the custom difficulty submod now :mrgreen: But keep up the good work! I'm gonna play some more with this. :3:

Re: [WIP]Colourful Hell 0.97ccc fiiix

PostPosted: Tue Jul 09, 2019 7:32 pm
by zitro1987
I like the new mod that allows you to play against a single color as opposed to a mix. Unfortunately, red enemies are not intended to be played alone - in groups they are game-breaking and/or unbalanced even on difficulty #2 with custom doom reducing damage by 1/3 or 40%. A shame, because some of the red monsters do work well even if 100% - shotgunner, caco, demons, hell knight, revenant, mancubi, arachnotron and a few others appear perfectly balanced in a terrifying sense. However, those zombiemen, imps, chaingunners are particularly difficult to navigate around due to their incredible hard-to-avoid damage. Also barons and archvilles play like bosses which are fine with a mix of colors, but gamebreaking when playing 100% red. So I guess I have no recommendations here.

However, playing with 100% orange on difficulty #2 for most maps is a blast! Orange enemies behave similarly enough to their original counterparts that they won't break balance or heavily impact gameplay. Playing with fewer but tougher enemies as described is extremely enjoyable and I don't mind the concept of 'bullet sponge' enemies too much if such enemies simultaneously have greater potential to cause damage because a player finds it challenging to avoid their attacks (the boring bullet sponges were the original caco and baron because their damage potential is really low except in close quarters).

Some thoughts on particular orange enemies:

Zombiemen - Cool seeing female representation, but they don't look or sound 'undead' in any way, plus their coughing is very irritating. I recommend changing the sounds a bit for these. Other than that, these enemies are the right level of challenging in packs, causing moderate damage and occasionally surviving a single mid-range double-shotgun blast. I particularly like that they can launch rockets at you if you keep your distance.

Shotgunner - Also the right level of challenging. Their damage potential is not ridiculous, but it is harder to avoid their rapid-fire shots (the best approach, if distance is possible, is to stay far away so their attacks deal less than 15hp per shot)

Chaingunner - Same recommendation about making these look or sound more undead. I like how we can actually dodge their attacks, but their damage output is extreme, possibly higher than it should be. Sometimes they even snipe you from afar, dealing more damage than I think they should. Their hp is interesting as it allows them to survive a rocket or point-blank super shotgun shot. I recommend lowering their damage output by a third.

Imps - Not too challenging (avoidable attacks) but imps often come in groups so they are well balanced here. Thankfully those attacks can really hurt if you fail to avoid them, so I have to stay focused.

Demons/Specters - Love them. Now that they jump in your direction, it is more challenging to keep your distance. Plus you need 2 rockets now.

Lost Soul - harder to dodge due to not responding to some bullets plus they split into 2-3 regular lost souls afterwards, so these are properly challenging.

Caco - Attacks are tougher to avoid due to the bouncing effect. I’m not a big fan of attack animations including the orb shields but gameplay-wise these units work well. Probably the closest to a bullet sponge

Hell Knight - Very well designed and balanced. I have lots of praises for this monster

Baron of Hell - Also very well designed and balanced, but please remove the self-splash damage so they don't hurt themselves with their own attacks.

Revenant - Bizarre and the only potentially game-breaking due to playing very differently (passes through walls, sluggish), but these are immersive and fan-favorite, so I won't throw recommendations.

Arachnotron - Nice that they get to be fast and flying. A bit impactful to gameplay, but not enough to break maps in my opinion. Right level of challenge due to their durability, close combat aggression and maneuvers and long distance attacks. One of the best designed monsters in whole mod

Pain Elemental - See lost soul

Mancubi - these are very well designed, challenging creatures that never seem to break maps. It is a great challenge fighting 4 of these at a time without the BFG.

Arch-Vile - Less dangerous attack than even the original arch-vile, but the danger revolves around them summoning creatures (instead of just reviving them). I think that feature (and their high hp) makes them formidable mini-bosses and have the right difficulty. When playing monochrome i like the variety of multicolor summons

Spider Mastermind and Cyberdemon - Not as experienced against these, but I enjoyed these versions a lot. They provide a really tough fight, but they are not unfair to the player (you

Re: [WIP]Colourful Hell 0.97ccc fiiix

PostPosted: Mon Jul 22, 2019 12:22 pm
by sirleviatan
thanks for the mod, it's amazing, I use a pack of Metadoom:
viewtopic.php?t=53010
Nameless Lite RPG Mod 1.6.0
viewtopic.php?f=43&t=56272
and Colourful Hell 0.97ccc
viewtopic.php?t=47980
and it's a bestiality, thank you very, very much!

Re: [WIP]Colourful Hell 0.97ccc fiiix

PostPosted: Sat Jul 27, 2019 9:17 am
by dljosef
I don't know if anyone else encounters this on occasion, but with none of the extra spawn options on, there are occasionally these invisible spots in the case of cybies that causes friendlies to freak out, but the monsters themselves never spawn.

I haven't run into this often, but it's a bit annoying for 100% kills when this happens. Also Yellow Archvile eggs have a tendency at random to ruin 100% kills.