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Re: Shades of Doom v1.0.3 - More shady business

Posted: Sun Feb 18, 2018 10:22 am
by insightguy
Might be a minor bug but I just tried this with ancient aliens and some of the monster's pallets get messed up. Might want to convert everything into png.

Re: Shades of Doom v1.0.3 - More shady business

Posted: Sun Feb 18, 2018 12:18 pm
by Cyanide
insightguy wrote:Might be a minor bug but I just tried this with ancient aliens and some of the monster's pallets get messed up. Might want to convert everything into png.
I ran into that issue a while back. Forgot to find a fix. Thanks. :)

Re: Shades of Doom v1.0.3 - More shady business

Posted: Thu Feb 22, 2018 5:02 pm
by Gorec
you can make lost soul variants separate from pain elementals if they spawn by themselves(good for doom 1) also deep one shoots faster other baron variants

Re: Shades of Doom v1.0.3 - More shady business

Posted: Fri Feb 23, 2018 8:21 am
by Cyanide
Gorec wrote:you can make lost soul variants separate from pain elementals if they spawn by themselves(good for doom 1) also deep one shoots faster other baron variants
I don't want 2 different Lost Souls on Doom 2 maps.
I'll change the attack speed of the Deep One. Thanks. :)

Re: Shades of Doom v1.0.3 - More shady business

Posted: Sat Feb 24, 2018 9:53 pm
by Gideon020
Ever thought about adding Hell's Battery as an addition to the Cyberdemons?

Re: Shades of Doom v1.0.3 - More shady business

Posted: Sun Feb 25, 2018 1:34 am
by Cyanide
Gideon020 wrote:Ever thought about adding Hell's Battery as an addition to the Cyberdemons?
I've looked through tons of monster sprites, and Hell's Battery has come up. I think the style of the sprites clashes with the overall style of the other sprites in this mod, which is why I haven't added that particular enemy (and a bunch of other enemies). This is also the reason I removed the Doom 64 Demon from the mod.

Thanks for the suggestion, though! :)

Re: Shades of Doom v1.0.3 - More shady business

Posted: Mon Mar 05, 2018 9:10 am
by insightguy
Just a heads up, this does not seem to work with legendoom.

Re: Shades of Doom v1.0.3 - More shady business

Posted: Mon Mar 05, 2018 10:31 am
by Cyanide
insightguy wrote:Just a heads up, this does not seem to work with legendoom.
I know. It has been mentionen in a previous comment. It has to do with the way both mods spawn monsters. I don't know if I'm going to be able to fix it.

Re: Shades of Doom v1.0.3 - More shady business

Posted: Wed Mar 21, 2018 10:05 am
by Cyanide
Since I haven't updated the mod in a while, I'll give a quick heads up:

I'm currently working on some more compatibility patches for some weapon/gameplay mods. For the next release I want to include patches for:
  • Guncaster
  • Ironclad
  • Metroid: Dreadnaught
  • Psychic
  • QC:DE (actually already done)
  • Samsara
I'm not 100% sure it's possible for all of these mods, but I'll give it a try. Does anyone know of some popular mods I've missed? Feel free to post here or send a PM.

Re: Shades of Doom v1.0.3 - More shady business

Posted: Thu Mar 22, 2018 12:10 am
by Whoah
Doom Star would be a good mod to be compatible with

Re: Shades of Doom v1.0.3 - More shady business

Posted: Sun Mar 25, 2018 1:49 pm
by Mere_Duke
Hello! Could you explain how to launch this mod along with "custom gun" mod?
I use gzdoom 325 and custom gun 0.999
I try this order:

Code: Select all

<custom gun pk3>
SoD.pk3
SoD_Keen.pk3
SoD_SS.pk3
SoD_Gore.pk3
SoDStlth.pk3
sod_cstm.pk3
It doesn't work. :(
Some errors pop up:

Code: Select all

Script error, "sod_cstm.pk3:patchimps.txt" line 1232:
Parent type 'CGunCyanTimeImp' not found in CGunCyanTimeImpAmbush
Script error, "sod_cstm.pk3:patchimps.txt" line 1518:
Parent type 'CGunCyanTimeImp' not found in CGunCyanStealthTimeImp
Thx in advance!

Re: Shades of Doom v1.0.3 - More shady business

Posted: Mon Mar 26, 2018 1:49 am
by ShadesMaster
Sounds like my kind of mod! Hehe

Re: Shades of Doom v1.0.3 - More shady business

Posted: Mon Mar 26, 2018 10:27 am
by Cyanide
Whoah wrote:Doom Star would be a good mod to be compatible with
I'll take a look at it, and see if I can make a patch for it. Thanks! :)
Mere_Duke wrote:Hello! Could you explain how to launch this mod along with "custom gun" mod?
I use gzdoom 325 and custom gun 0.999
I try this order:
Spoiler:
It doesn't work. :(
Some errors pop up:
Spoiler:
Thx in advance!
Whoops... I'm fixing that issue right away. I'll update the patch for the next release. (It's an easy fix, so if you wan't to do it yourself, PM me and I'll tell you how.)
ShadesMaster wrote:Sounds like my kind of mod! Hehe
Guess you'll have to give it a spin to find out. :)

Re: Shades of Doom v1.0.3 - More shady business

Posted: Mon Apr 02, 2018 9:16 pm
by dljosef
I also got another suggestion: An option to disable the "ambush" tag for levels that have those teleport closets outside the map where the monsters teleport into the main map. (As seen in Doom 2's Map16, among many other maps.)

Also, last I checked it still works fine with ww-cola3.

Re: Shades of Doom v1.0.3 - More shady business

Posted: Tue Apr 03, 2018 2:42 pm
by Cyanide
dljosef wrote:I also got another suggestion: An option to disable the "ambush" tag for levels that have those teleport closets outside the map where the monsters teleport into the main map. (As seen in Doom 2's Map16, among many other maps.)

Also, last I checked it still works fine with ww-cola3.
As far as I know, teleporter closets work just fine with this mod. Are you having issues with monsters not "waking up" when they should?