Shades of Doom v4.1 (07-09-23)
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- eharper256
- Posts: 1038
- Joined: Sun Feb 25, 2018 2:30 am
- Location: UK
- Contact:
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
Oh nice! My favourite monster mod got a cool upgrade!
- Neccronixis
- Posts: 206
- Joined: Fri Dec 23, 2011 10:53 pm
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
This mod freezes when viewing the roster of monsters. Using the latest GZdoom version 4.3.3 and the latest svn build
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
Would it be possible to select several monsters of the same class?
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
Hell yeah, glad to see you're still working on this! I just gave it a spin with Walpurgis on Doom II The Dark World, and I gotta say, this is some good shit. I did notice that the mod crashes when viewing a monster in the roster section and pressing one of the arrow keys. That was the only actual problem I noticed, but it would be kinda cool if you could select multiple variants of the same monster. However, I can totally see why that would be a pain in the ass to do, so take that suggestion with a grain of salt. Great job, man! This update was well worth the wait
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
First of all, thanks for all the kinds words! Sure is great to see that people still use Shades of Doom.
Also, thanks for testing this new release out. It really helps a lot, since the project has grown quite a lot since I first startet.
Also, thanks for testing this new release out. It really helps a lot, since the project has grown quite a lot since I first startet.
Neccronixis wrote:This mod freezes when viewing the roster of monsters. Using the latest GZdoom version 4.3.3 and the latest svn build
That's weird. Haven't run into that issue before. I'll see what I can do.Whoah wrote:I did notice that the mod crashes when viewing a monster in the roster section and pressing one of the arrow keys.
DoomSoul wrote:Would it be possible to select several monsters of the same class?
That would be a cool feature indeed, but I'm not sure how to implement it. It's on the "things-to-look-into" list now.Whoah wrote:...it would be kinda cool if you could select multiple variants of the same monster.
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
Love the mod but I can't get it to work with Colorful Hell + Champions + Legendoom. If it's possible, would it be a load issue problem?
- BradmanX
- Posts: 142
- Joined: Fri Nov 23, 2012 2:45 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
Colorful Hell and Shades of Doom are both monster randomizers, they won't work together.d34d wrote:Love the mod but I can't get it to work with Colorful Hell + Champions + Legendoom. If it's possible, would it be a load issue problem?
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
Silly me, thanks for the reply
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
As BradmanX said, Shades of Doom will not work with most other monster randomizers. It should work with Legendoom + Champions though. I'm pretty sure I've tested that combo.d34d wrote:Love the mod but I can't get it to work with Colorful Hell + Champions + Legendoom. If it's possible, would it be a load issue problem?
-
- Posts: 619
- Joined: Wed Nov 17, 2010 6:35 pm
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
Dare you to test it out with Guncaster.
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
Have you tried using this?AvzinElkein wrote:Dare you to test it out with Guncaster.
-
- Posts: 4
- Joined: Thu May 14, 2020 2:37 pm
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
Hello! I've tried your mod and find it to be excellent. I was wondering if there is/will be any way to remove certain monsters from the random spawner. I love a lot of the new enemies, but I find some of them don't really fit in with the look and feel and would like an option to pick and choose exactly which enemies i'm going up against.
I'm aware you can choose the any enemy preset to either A: A certain enemy, or B: a random selection, but it would be nice to have complete control over which enemies spawn.
Edit: If that wouldn't be possible, would it be possible to implement a way to remove certain enemy types from the random spawning pool?
I'm aware you can choose the any enemy preset to either A: A certain enemy, or B: a random selection, but it would be nice to have complete control over which enemies spawn.
Edit: If that wouldn't be possible, would it be possible to implement a way to remove certain enemy types from the random spawning pool?
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
Thanks!TheOneFreeMan wrote:Hello! I've tried your mod and find it to be excellent.
This has been requested many times, but I sadly can't seem to find a way of implementing it in the mod. I wan't it to be there, I just don't know how to code it.TheOneFreeMan wrote:I was wondering if there is/will be any way to remove certain monsters from the random spawner. I love a lot of the new enemies, but I find some of them don't really fit in with the look and feel and would like an option to pick and choose exactly which enemies i'm going up against.
I'm aware you can choose the any enemy preset to either A: A certain enemy, or B: a random selection, but it would be nice to have complete control over which enemies spawn.
This is actually quite easy to change by yourself. Open the mod in Slade 3, navigate to Decorate -> ChaosSpawners.txt and simply comment out or delete the monsters from the spawners. Here's an example:TheOneFreeMan wrote:If that wouldn't be possible, would it be possible to implement a way to remove certain enemy types from the random spawning pool?
Spoiler:For Barons, Arachnotrons, Mancubi, Masterminds and Cybers it's a bit more difficult though. You would have to navigate to ZScript -> Shades -> Replacers.txt, remove the monster from the corrosponding array and subtract 1 from the random(0, XX) thing. (1 for each monster removed. Here's an example:
Spoiler:
-
- Posts: 619
- Joined: Wed Nov 17, 2010 6:35 pm
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
Did you try playing it with Guncaster?