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Re: [WIP]Colourful Hell 0.97ccc (+brown Beta Final)

PostPosted: Wed Apr 14, 2021 9:23 pm
by BasilBonehead
When I'm playing this mod, I get an error that says "out of bounds access to local variables in ACS VM" in GZDoom

This seems to happen when I encounter large groups of demons

the only other mod I'm using for my playthrough of this mod is spawn: path to damnation but I couldn't imagine that would affect colorful hell

Re: [WIP]Colourful Hell 0.97ccc (+brown Beta Final)

PostPosted: Tue Jun 22, 2021 5:47 am
by Craneo
I'll have to agree on the "zombies should have the armor colored, not the full body" criticism, maybe you can recolor the hair too (for example: blue zombie has blue hair), or give them a hat like the WolfSS from vanilla then recolor that one based on the tier, because as is, they look weird

maybe colored hair for Zombiemen and colored hats for Shotgunguys?

EDIT: Well, I think I agree to the brown Zombieman not fitting all that well now that I think about it, maybe you could use the Zombiefied SS Zrrion the Insect did? that one would fit more I think as the "Brown Zombie" variant

Re: [WIP]Colourful Hell 0.97ccc (+brown Beta Final)

PostPosted: Mon Jun 28, 2021 6:57 pm
by bowserknight
After a long time I've finally played around with this mod again. After just finally having beaten every map from Hell Revealed 2 on UV with pistol start and no saving (which was already tedious enough) I tried some of its maps with the colourful monsters and it was quite fun. I see no problem with the brown monsters so far, other than the brown Fatso / Mancubus being very hard to avoid, especially at range since his shots spread out quite a lot and are lightning fast. If you're unlucky they can oneshot you without armor, dealing close to 200 damage if you get hit by more than 1 of its projectiles.


Also, I was messing around with the Cyberdemons, I loaded Mock 2's MAP06 "Speaking of Stupid", which has around 702 Cyberdemons in it. I noticed 2 things:

1.) The white Cyberdemon is ULTRA rare. I reloaded the map about 15 times and only encountered him like 5 times. That's like 5/10.530, which would be around 0.04 or 0.05 %. Maybe I was just unlucky but that seems insanely low. But I understand that it's also one of the strongest variations in the entire mod, and perhaps some of them were replaced by the brown guys instead.
2.) When the black Cyberdemon spawns, it says "Congratsulations", with an extra "s". Is that a typo, or a reference to those typos from the old NES games etc?

Re: [WIP]Colourful Hell 0.97ccc (+brown Beta Final)

PostPosted: Sat Jul 03, 2021 3:04 am
by zm5
Fireblu being ugly as sin I'd think is intended given what texture its based on. I'm not that bothered by the weirdness of how the enemies look personally (atleast imo with the zombies having their skin colored it makes it immediately apparent what tier they are).
I personally would suggest adding some kind of PDA thing maybe, even after playing this mod for a long time across different versions I still wonder exactly what some of the different colored variants do exactly thats different from the original (aside from more damage+more HP)

Re: [WIP]Colourful Hell 0.97ccc (+brown Beta Final)

PostPosted: Sun Aug 01, 2021 3:55 am
by ClessxAlghazanth
Thanks for this mod :) Greatly enjoying it alongside with some of my favourite weapon mods such as Doom Incarnate , Final Doomer and DoomRLA :wub:

A few questions if you don't mind

1)Is it ok to use CH with Champions or Legendoomlite ? It works fine as far as I can see , except Champions have special colors like healers being red , toxic monster being green etc... Legendoomlite doesn't seem to have any obvious clashing elements atm , is it recommended to combine those , or is CH best experienced as it is ?

2)Would it be possible to use Nashgore alongside CH ? It seems that there is a textfile that disables gore effects coming from other wads , and allows Nashgore to override them viewtopic.php?f=46&t=69485

Looking forward to updates 8-)

Best regards

Re: [WIP]Colourful Hell 0.97ccc (+brown Beta Final)

PostPosted: Sat Aug 28, 2021 9:49 pm
by Jihyunsk
Hege Cactus wrote:(The entire first post of the thread was quoted here for no good reason. Trimmed it for sake of brevity. -ww)



Colorful Nazi Suggestion

Green - Green SS
Blue - Plasma Willy(Nazi SS Body with Submarine Willy's Face)
Cyan - Eisoffizier (Sprite is British Officer from wolfstone 3d)
Abyss - Despoiled from wolfenstein
Grey - Offizier from wolfenstein 3D
Fireblu - Hans Grosse from wolfenstein 3d but armed with flammenwerfer
Purple - Fraumutant (Grey skinned gretel grosse)
Yellow - Fire Trooper from wolfenstein: the new order
Red - ROA SS (Sprite from wolfstone 3d russian soldier. armed with unmaykr)
Brown - Giftkrieg Officer (Skinny Otto Giftmacher)
Black - Black Mecha Hitler (Die Allied Schweinhund!)
White - General Fettgesicht (Euraben Sie Bitte!)

Re: [WIP]Colourful Hell 0.97ccc (+brown Beta Final)

PostPosted: Wed Sep 22, 2021 12:30 pm
by Hege Cactus
Colourful Hell 0.98
Download

Main update points;
New optional tier; Brown!
Brown tier is a tier where the monsters focus on supporting other monsters and distrupting the player. Many brown enemies have abilities that heal or buff other monsters or moves that knock the player around. Be careful with these fellows

Re works of older annoying enemies
Some enemies have had very annoying and outright frustrating unfair non fun aspects on them, in this update, I've aimed to tackle couple of em
Some notable changes;
-Queen bee no longer starts as a swarm and focuses more on the queen herself. Swarm can occur if you let her make it
-White arachnotron was rehauled completely, the old one was just a mess.
-Red spidermastermind ground move was just a clusterfuck not gonna lie. Its been changed to a more hot wheel feel

Lot of other balance and such changes are also in this, and some look changes.
Most of the listed changes are noted in the earlier beta updates.

Hope you have fun with this update!

Replying;
Colorful Nazi Suggestion

I am not touching them due of debug/dehacked reasons, if anyone wants to make an add on they are free to do so.

1)Is it ok to use CH with Champions or Legendoomlite ? It works fine as far as I can see , except Champions have special colors like healers being red , toxic monster being green etc... Legendoomlite doesn't seem to have any obvious clashing elements atm , is it recommended to combine those , or is CH best experienced as it is ?

2)Would it be possible to use Nashgore alongside CH ? It seems that there is a textfile that disables gore effects coming from other wads , and allows Nashgore to override them


1. Yes they work great together, just keep your eye on the load order if you are not using the lite versions.

2. I dont know, try and see. I know some gore mods with ok with CH.

2.) When the black Cyberdemon spawns, it says "Congratsulations", with an extra "s". Is that a typo, or a reference to those typos from the old NES games etc?

Typo probably. I am not native english speaker and have a low attention span.

When I'm playing this mod, I get an error that says "out of bounds access to local variables in ACS VM" in GZDoom

This seems to happen when I encounter large groups of demons

the only other mod I'm using for my playthrough of this mod is spawn: path to damnation but I couldn't imagine that would affect colorful hell


Never ran into this issue myself, what maps do these occur on and what other mods are in play?

A little feedback to the dev if they're still around

- Formers should get better color sprites. Especially green, blue, purple - they're all incredibly ugly. Their skin tone shouldn't be colored, only their armor parts should.

- Brown zombieman sprite looks ridiculous. It looks like a midget straight out of wolfenstein 3d, and it doesn't even look possessed. You're better off using one of the numerous undead marines out there.

- Could it be possible to make it so you can never roll the same black or white monster more than once per session? It gets tiresome to always roll the Butcher and never get to see anything else.

- Red Shotgun Guy shouldn't have a long range projectile. His fearsome close quarter power is completely justified for him to suck at long range. Also please make him drop the SSG on death.

- Some sprites are obscenely out of place and ugly. I feel brown caco would be alot more enjoyable if they were just a normal caco with a different palette, for instance.

- Brown Imp's skull shield ability causes instant player death if the imp is on a different ground height with the player and fall damage is enabled. I trust this is unintended. It's also difficult to read what that shield ability is even supposed to do.

- Green Demon should always blow up on death except from melee damage.

- Tiers for barrels with various degrees of explosive power would be fun. Perhaps even tiers for the icon of sin?

- Please consider having health bars for black/white monsters. It's extremely tedious trying to guess wheter you are hurting it properly or not, and wheter you even have enough ammo to take it on in the first place.

- Bosses with auto-hit abilities like the red mastermind are anything but fun. Please avoid such attacks where the player feels like they literally can't do anything about getting hurt.

- This isn't really a problem but the sheer ugliness of fireblu, cyan, etc. sprites is the only thing keeping me from enabling these tiers. The worms and insects and all that stuff is just completely off putting and doesn't feel one bit part of doom.


- Formers could probably do so yeah, I have not really touched em too much as Ive been focusing on other features. I might do something about em for next round around
- Its a ridiculous enemy to begin with, I felt it felt appropriate for it cause of how silly the guy is.
- Not that I know off.
- I felt they needed something for long range chip damage, granted the projectile might be bit too powerful.
- I work with what I can.
- That is unintentional and the shield thing is very buggy I have to admit. I havent yet figured out what to do with it to make it better and more sensible.
- Nah would be too easy to chainreact.
- Barrels; No. Icon of sin? also likely not cause I have no idea how to even tackle the icon of sin.
- Use a separate mod for that. if it was from CH side it would become a clusterfuck
- Auto hits are being brewed out mostly
- Fireblu is intended to be ugly. For the sprites, what is doom is completely out of the window with this mod to start with, as killing multi coloured monsters doesnt scream super serious to begin with.

Re: [WIP]Colourful Hell 0.98

PostPosted: Wed Sep 22, 2021 12:34 pm
by Marisa Kirisame
Congrats on the release! Gonna be checking this out soon, oh yes.

Re: [WIP]Colourful Hell 0.98

PostPosted: Wed Sep 22, 2021 5:32 pm
by ClessxAlghazanth
Congrats on the new version ! :P

This is one of my most played monster mods ever :wub:

First GZD 4.7 with gles support and new CH relase now , what a good dayfor Doomers 8-)

Re: [WIP]Colourful Hell 0.98

PostPosted: Fri Sep 24, 2021 12:29 pm
by Sgt. Ham
Currently busy with college work, but I'll check this out once I have time. Been looking forward to this for a very long time!

Spoiler:

Re: [WIP]Colourful Hell 0.98

PostPosted: Sat Sep 25, 2021 7:46 pm
by bowserknight
Nice! Looking forward to test out all the changes during the remaining maps of my Plutonia playthrough with this mod, and finish my playlist on youtube. I'm stuck at map 26 now, I really wanna beat a seed with the White Cacodemon in it.

Also two things I've noticed a lot:
1) In most maps, I always seem to be missing a few monsters, but I can never see any on the map. Makes 100% kills impossible to get, even tho I know that's not really that important.
2) It seems like some black / white monsters have infighting enabled, while others will ignore every monster and only focus the player. For example, the White Cacodemon always fights with other monsters but most other bosses don't (Black Shotgunner for example)

Re: [WIP]Colourful Hell 0.98

PostPosted: Sun Sep 26, 2021 8:56 am
by Dewzanity
1) In most maps, I always seem to be missing a few monsters, but I can never see any on the map. Makes 100% kills impossible to get, even tho I know that's not really that important.


There's numerous bugs in the mod that occur whenever monsters, or actors that count as kills disappear, and don't raise the kill count when they do. For instance, I've noticed with this recent update that brown lost soul, and brown arch's orbs, both count as kills, and can disappear, without raising the kill count, making 100% kills impossible. Solution is to either make lackey actors not count for kills, or to call A_Die before the actor disappears.

Re: [WIP]Colourful Hell 0.98

PostPosted: Sun Sep 26, 2021 11:29 am
by XASSASSINX
Fantastic mod as always! The only balancing problem that i have with this and i've always had, is the enemy damage.
If you're playing this mod with some weapon mod, such as SgtMarkIV Meatgrinder, the enemy health balances pretty damn good and it is a blast.

However, Monster deal WAY too much damage. Their damage, thanks to Doom RNG balances upwards very, very fast. I would like to make the change to either add a basic enemy damage multiplier and health multiplier (In case you want to play this with vanilla weapons or mods that work very similarly to vanilla weapons) and, do the following to enemy attacks and damage:

* Reduce the amount of crap some enemies trhow, i've read here on this thread that this will be changed to make the fights more fair. (This is why i love the abyss-zombieman, 1 shot that you can precisely dodge, deals alot of damage, and he has a good health balance)

* And for enemies that DO throw alot of crap at you, spread their damages out on their attacks. Don't make it so that their basic shotgun like attack deals the same damage as a baron shot! it is just unfair and even with Slaughter like mods, you feel like an absolute glass cannon, and you fear for you life everytime some high and medium tier enemy attacks you, as you can't just not dodge it, but it deals alot of damage.

In sum, I (Important part of the "I", this is my opinion) would make it so that a regular imp would deal maxium damage 24, and say, a red imp that trhows 4 of these homing fireballs would deal 40 damage maxium, spread across all of it's attacks. There you go, it will most likely deal more damage on AVERAGE, while still being a bigger threat. Same applies to all monsters that trhow alot of things, spread out their damage-output instead of making every little attack that they do being lethal.

Same applies to all other monsters with alot of attacks.

Fantastic mod, as always.

Re: [WIP]Colourful Hell 0.98

PostPosted: Sun Sep 26, 2021 7:04 pm
by bowserknight
Dewzanity wrote:
1) In most maps, I always seem to be missing a few monsters, but I can never see any on the map. Makes 100% kills impossible to get, even tho I know that's not really that important.


There's numerous bugs in the mod that occur whenever monsters, or actors that count as kills disappear, and don't raise the kill count when they do. For instance, I've noticed with this recent update that brown lost soul, and brown arch's orbs, both count as kills, and can disappear, without raising the kill count, making 100% kills impossible. Solution is to either make lackey actors not count for kills, or to call A_Die before the actor disappears.


yeah that's what my assumption is too. It always seems to happen when a brown Archvile is involved. But today I've had a map with only ~180 monsters and was missing 29 monsters at the end. How the hell can the number be that high? Normally it's only like 1-4 monsters. And there have been no brown Arch's or Lost Souls in the map. It did have a black Shotgunner and white Cacodemon, who can both spawn monsters, even tho I didn't see them do that.
Do the minions of the black Shotgunner count as kills? They do disappear sometimes I noticed. And the white Caco can create red portals which summon red monsters but those don't disappear, so I have no idea where 29 missing monsters were coming from.

Re: [WIP]Colourful Hell 0.98

PostPosted: Sun Sep 26, 2021 7:33 pm
by Dewzanity
Do the minions of the black Shotgunner count as kills? They do disappear sometimes I noticed. And the white Caco can create red portals which summon red monsters but those don't disappear, so I have no idea where 29 missing monsters were coming from.


I just did some investigating, and I found out Black Shotgunner is good, but White Cacodemon has an attack where it fires 3 homing eyeballs at you, and that attack is the culprit for missing kills. For some reason, the actor "BloodRainerCaco" always disappears as an actor that counts as a kill, without actually dying. Anytime White Cacodemon does the eyeball attack, 3 kills become missing each time.

Code: Select allExpand view
Actor BloodRainerCaco
{
  Game Doom
  Radius 16
  Height 20
  health 9999
  Speed 1
  species "caco"
  Monster
  +NOGRAVITY
  +noclip
  states
  {
  spawn:
  TNT1 A 0
  Fly:
  TNT1 A 0
  CDWO J 3 ThrustThingz(0,10,0,0)
  TNT1 A 0
  Death:
  TNT1 A 0
  CDWO IJ 8
  TNT1 A 1  A_Custommissile("EyeRocketCaco",12,0,random(-3,3))
  TNT1 A 5
  stop
}}

So the "BloodRainerCaco", which counts as a monster, immediately goes to the death state, and fires "EyeRocketCaco" without calling A_Die, and just disappears automatically. Easy solution, just make it not count as a kill.

I may also start investigating the entire mod to compile a list of which monsters make the kill count impossible.