LegenDoom [2.8.3] - LDL [4.2]

Projects that alter game functions but do not include new maps belong here.
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dljosef
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Re: LegenDoom [1.6] LDL [2.0]

Post by dljosef »

Just dropping by to say I'm sooo looking forward to all of those new effects.

It'd definitely be interesting to write a new opinion on the effects file...as well as rewriting that current effects file thing I had earlier.
Lifeform
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Re: LegenDoom [1.6] LDL [2.0]

Post by Lifeform »

Thats Awesome News... im soo happy your still working on a newer version, im drooling with excitement... Im definitely looking forward for this !!!

Best of luck again man, and Thanks again for your mod... take ur time too... Id rather wait a long time for a well made AWESOME MOD, then get a instant release of a half baked one...

Cheers
Churrupez
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Re: LegenDoom [1.6] LDL [2.0]

Post by Churrupez »

One of the idle sprites of the Common-Tier Chainsaw conflicts with Valiant: Vaccinated Edition:

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Yholl
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Re: LegenDoom [1.6] LDL [2.0]

Post by Yholl »

Churrupez wrote:One of the idle sprites of the Common-Tier Chainsaw conflicts with Valiant: Vaccinated Edition:
You should not load gameplay mods before mapsets.
Churrupez
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Re: LegenDoom [1.6] LDL [2.0]

Post by Churrupez »

Yholl wrote:You should not load gameplay mods before mapsets.
Oh right, I did it the wrong order then, sorry :(
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SiFi270
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Re: LegenDoom [1.6] LDL [2.0]

Post by SiFi270 »

I still wonder why Vaccinated Edition has just about all of the Vanilla graphics in the first place. If the palette was completely different, I'd understand, but it's almost identical save for the shades of red.
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Yholl
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Re: LegenDoom [1.6] LDL [2.0]

Post by Yholl »

Work on LegenDoom 2.0 continues speedily! Out of 120 effects, about 90% of them are now finished. Most of the rest is math-based terror, but once all that's done, a period of testing will begin.

I've also setup a Kofi donation page for those interested in supporting my living expenses. Again, this is simply if you wish to buy me a drink or two, and will not affect my modding in any way.
More details here.
AvzinElkein
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Re: LegenDoom [1.6] LDL [2.0]

Post by AvzinElkein »

We may have a problem: Note, I wasn't sure if that was a serious enough error to keep the game from running, but I still wanted to point it out. (GZDoom version is 3.3.2; mod order was: Hearts of Demons: BARON, LegenDoom Lite 2.0, a music mod, and the "episodic" mod that lets you go straight from one episode to the next instead of having to start a new game every time the episode ends)
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wildweasel
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Re: LegenDoom [1.6] LDL [2.0]

Post by wildweasel »

I can verify as a current beta tester that this specific error is no longer present. Either way, though, the mod should work just fine.
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Yholl
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Re: LegenDoom [1.6] LDL [2.0]

Post by Yholl »

AvzinElkein wrote:We may have a problem
Completely harmless, and also already fixed in 2.0 of LD.
MrPyrite
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Re: LegenDoom [1.6] LDL [2.0]

Post by MrPyrite »

is it bad that I wanna see a Heretic version of this mod?
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Yholl
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Re: LegenDoom [1.6] LDL [2.0]

Post by Yholl »

MrPyrite wrote:is it bad that I wanna see a Heretic version of this mod?
I don't really have any interest in such a thing, and the resources for such an endeavour simply don't exist, to my knowledge.
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Sgt. Shivers
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Re: LegenDoom [1.6] LDL [2.0]

Post by Sgt. Shivers »

A stripped down version of this mod for Heretic would be pretty cool, I'd be happy to contribute sprites if anyone can be convinced to code it!
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zrrion the insect
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Re: LegenDoom [1.6] LDL [2.0]

Post by zrrion the insect »

I'd be willing to pitch in code and sprites if it ever happened.
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ZikShadow
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Re: LegenDoom [1.6] LDL [2.0]

Post by ZikShadow »

Now that's an interesting sequel idea, though something that would be a massive undertaking in practice most likely.
LegenHeretic, LegenHexen, might as well go for LegenStrife while we're at it.
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