LegenDoom [2.8.3] - LDL [4.2]

Projects that alter game functions but do not include new maps belong here.
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Yholl
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Re: LegenDoom [1.6] LDL [1.3]

Post by Yholl »

Funky Gnoll wrote:HOW MANY OF THESE ARE APPLICABLE TO KNIFE
Apparently 19 of the 30 new Common effects can appear on knif. Two of these only appear on knif.
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Re: LegenDoom [1.6] LDL [1.3]

Post by Funky Gnoll »

Shank you for answering so promptly, it's very knife to hear
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N1ch0l2s
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Re: LegenDoom [1.6] LDL [1.3]

Post by N1ch0l2s »

Are you sure this works with Colorful Hell? I've played this with that and still haven't seen a single monster from that mod, not even uncommon ones.
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Yholl
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Re: LegenDoom [1.6] LDL [1.3]

Post by Yholl »

N1ch0l2s wrote:Are you sure this works with Colorful Hell? I've played this with that and still haven't seen a single monster from that mod, not even uncommon ones.
You need to load LegenDoom before Colorful Hell, or CH's monsters will be overwritten by boring default monsters.


In other news, I've gotten most of the Fists, Chainsaw and Pistol done. A few holes and unfinished bits here and there, but they're mostly all working. I'll get the others done, slowly fill in the unfinished bits, and then start testing to detect anything else that I've missed.
I AM SO PRODUCTIVE RIGHT NOW AND IT IS GLORIOUS
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namsan
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Re: LegenDoom [1.6] LDL [1.3]

Post by namsan »

oh, a upcoming version has new weapon effects?
I'm really looking forward to see those effects!
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N1ch0l2s
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Re: LegenDoom [1.6] LDL [1.3]

Post by N1ch0l2s »

Yholl wrote:
N1ch0l2s wrote:Are you sure this works with Colorful Hell? I've played this with that and still haven't seen a single monster from that mod, not even uncommon ones.
You need to load LegenDoom before Colorful Hell, or CH's monsters will be overwritten by boring default monsters.


In other news, I've gotten most of the Fists, Chainsaw and Pistol done. A few holes and unfinished bits here and there, but they're mostly all working. I'll get the others done, slowly fill in the unfinished bits, and then start testing to detect anything else that I've missed.
I AM SO PRODUCTIVE RIGHT NOW AND IT IS GLORIOUS
Ah, okay then. Thank you.
AvzinElkein
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Re: LegenDoom [1.6] LDL [1.3]

Post by AvzinElkein »

I haven't started it yet, but I got some interesting messages when I loaded it under 3.1.0:
OS: Windows NT (NT 10.0) Build 15063

M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
adding C:/gzdoom-bin-3-1-0a-x64/gzdoom.pk3, 717 lumps
adding ./doom.wad, 2306 lumps
adding C:/gzdoom-bin-3-1-0a-x64/LegenDoom_1.6.wad, 1321 lumps
I_Init: Setting up machine state.
CPU speed: 2494 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i7-4710MQ CPU @ 2.50GHz
Family 6, Model 60, Stepping 3
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing OpenAL
Opened device OpenAL Soft on Speakers (High Definition Audio Device)
EFX enabled
Renderer: OpenGL
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script warning, "LegenDoom_1.6.wad:DECORATE" line 818:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_1.6.wad:DECORATE" line 871:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_1.6.wad:DECORATE" line 877:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_1.6.wad:DECORATE" line 883:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_1.6.wad:DECORATE" line 889:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_1.6.wad:DECORATE" line 895:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_1.6.wad:DECORATE" line 901:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_1.6.wad:DECORATE" line 907:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_1.6.wad:DECORATE" line 913:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "LegenDoom_1.6.wad:DECORATE" line 987:
Truncation of floating point constant 0.600000
Script warning, "LegenDoom_1.6.wad:DEC_MGEN" line 270:
Truncation of floating point constant 0.500000
Script warning, "LegenDoom_1.6.wad:DEC_EFFE" line 2510:
Truncation of floating point constant 0.500000
Script warning, "LegenDoom_1.6.wad:DEC_EFFE" line 2510:
Truncation of floating point constant 1.500000
script parsing took 383.19 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GT 745M/PCIe/SSE2
GL_VERSION: 4.5.0 NVIDIA 376.54 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA

Max. texture size: 16384
Max. texture units: 32
Max. varying: 124
Max. combined shader storage blocks: 96
Max. vertex shader storage blocks: 16
Resolution: 1920 x 1080
RickStrong
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Re: LegenDoom [1.6] LDL [1.3]

Post by RickStrong »

Could there ever be a day where LegenDoom full works with DoomRLA weapons and hud only? I don't see why not, the weapons of Legendoom look pretty consistent with the weapons of RLA.
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Yholl
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Re: LegenDoom [1.6] LDL [1.3]

Post by Yholl »

RickStrong wrote:Could there ever be a day where LegenDoom full works with DoomRLA weapons and hud only? I don't see why not, the weapons of Legendoom look pretty consistent with the weapons of RLA.
It'll never happen, sorry.
You know not of which you speak. The undulating terror that lurks within each mod, seething, writhing, seeking release, only to find that no these weapons are extremely complicated, combining the two would not only require both to be rewritten from the ground up, but also for me to cease existing on this dimensional plane and become an elder god.

You would be not only combining all modpack effects, of which there can be hundreds of variations, but also combining the 180 legendary effects on top of that, and that'd also be across every single DRLA weapon, of which there around 200...
That's... I don't even know how complicated that is. I actually cannot comprehend the full depth of such a thing.
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Re: LegenDoom [1.6] LDL [1.3]

Post by RickStrong »

Yholl wrote:
RickStrong wrote:Could there ever be a day where LegenDoom full works with DoomRLA weapons and hud only? I don't see why not, the weapons of Legendoom look pretty consistent with the weapons of RLA.
It'll never happen, sorry.
You know not of which you speak. The undulating terror that lurks within each mod, seething, writhing, seeking release, only to find that no these weapons are extremely complicated, combining the two would not only require both to be rewritten from the ground up, but also for me to cease existing on this dimensional plane and become an elder god.

You would be not only combining all modpack effects, of which there can be hundreds of variations, but also combining the 180 legendary effects on top of that, and that'd also be across every single DRLA weapon, of which there around 200...
That's... I don't even know how complicated that is. I actually cannot comprehend the full depth of such a thing.
Oh... gotcha lol. Thanks for answering, hope you become an elder god someday.
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Yholl
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Re: LegenDoom [1.6] LDL [1.3]

Post by Yholl »

Not sure how long this'll stay up, but here, have a video I made for Combine_Kegan.
Northern Star, a Melee-only Epic item.

And yes, if you are wondering, like 99% of LegenDoom, it is a universal effect.
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Re: LegenDoom [1.6] LDL [1.3]

Post by Funky Gnoll »

u r already DED
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Re: LegenDoom [1.6] LDL [1.3]

Post by Captain J »

Why, the surprising thing is you somehow actually found Fist of the North Star sound effects along with kenshiro's ATATATATAs.

And i almost expected enemies floating when getting hokuto shinken'd.
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Re: LegenDoom [1.6] LDL [1.3]

Post by wildweasel »

Many apologies for the bump, but I have a nugget of feedback and/or a question - I've been playing LegenDoom 1.6 with the DRL Monsters lately, and noticed that the Scrapper weapons don't have any additional effect on some of DRLM's Technophobia monsters (most notably cyber-imps and former human cyborgs - interestingly the Heavy Revenants are affected, though!). Any intention of changing this?
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Re: LegenDoom [1.6] LDL [1.3]

Post by Viscra Maelstrom »

i guess that if the Scrapper weapons worked on all of the Technophobia monsters, it might've been a bit overpowered perhaps (since it would deal triple damage to every enemy on Technophobia, and Revenants are one of the original enemies affected by Scrapper)? then again, it could be an oversight too.
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