Shades of Doom v4.0 - Flippin' Cool (06-01-21)

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Re: Shades of Doom v3.0 - Off the chart (02/02/20)

Postby Cyanide » Mon Apr 05, 2021 11:59 am

So it's been a month or so since I last posted anything here, so I thought I'd give an update.

I'm pickin' away at the next version one day at a time. I've finished all the zombies, imps, demons and lost souls and have just started coding the cacodemons. Sadly I'm not able to work to much on the mod, since I'm doing overtime every week at work, and I'm also finalizing some stuff for a prog metal album I've contributed to. The band has taken me on as a member, which is pretty cool. Here's a link.

My goal is to complete the next version before summer ends.

Thanks for all the support, and the patience. :)

- Cyanide
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Re: Shades of Doom v3.0 - Off the chart (02/02/20)

Postby Dr_Cosmobyte » Mon Apr 05, 2021 4:23 pm

I'm doing overtime


Ugh. I know how it feels.

prog metal album I've contributed to


That's fuckin awesome. I know it'll be worth the wait. Take care of yourself dude.
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Re: Shades of Doom v3.0 - Off the chart (02/02/20)

Postby Cyanide » Sun May 23, 2021 6:57 pm

Some good news and some bad news.

I've been working alot on the mod the last couple of weeks, and have come to a point where most of the grindy/boring stuff is done. I've finally re-coded all the existing monsters, and am on to coding all the new monsters, of which there are 71 on the list. I'm fine with that number for the next release. Later down the line I'll really need some testers, so please PM me if you want to help.

Now the bad news.

I'm currently spending a lot of time in the hospital due to a chronic desease. Luckily I'm covered, so I'm not getting financially ruined, but I have to go in for regular treatment, which will eat away at most of my free time. Eventually (which is pretty soon) I'll go through major surgury, and I don't think I can get the mod done before that. So this might push the release a bit. :(

Thanks for the patience. :)
- Cyanide
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Re: Shades of Doom v3.0 - Off the chart (02/02/20)

Postby Nems » Sun May 23, 2021 7:27 pm

I hope the treatment and surgery goes well and you make a speedy recovery. That's what's most important. <3
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Re: Shades of Doom v3.0 - Off the chart (02/02/20)

Postby Dr_Cosmobyte » Sun May 23, 2021 7:56 pm

Damn dude, i hope everything goes well and i wish you the best.
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Re: Shades of Doom v3.0 - Off the chart (02/02/20)

Postby Craneo » Sun May 23, 2021 9:59 pm

It's fine, take your time, in the end what matters most is your life and health, the mod can wait, hope you get better soon!
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Re: Shades of Doom v3.0 - Off the chart (02/02/20)

Postby Cyanide » Fri May 28, 2021 10:16 am

4.0 is ready for testing. PM me for a link. I'll post it in a couple of hours or so.

No patches are ready yet, so Shades won't work with any mods that require such a thing. Stuff like Final Doom will work, though.
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Re: Shades of Doom v3.0 - Off the chart (02/02/20)

Postby DisGuyOvahEere » Mon May 31, 2021 5:25 pm

somebody has probably said this already but the download link isn't working.
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Re: Shades of Doom v4.0 - The Spice of Life (06-01-21)

Postby Cyanide » Tue Jun 01, 2021 1:21 pm

Version 4.0 is here. OP is updated, so is the changelog. In short: 71 monsters added, all sprites realligned, mirrored all monsters for maximum variety.

This took way longer than I thought it would. Hope you guys like it.

This is probably the final release. I'll be fixing bugs as they are discovered, but I don't think I'll make another content release. Perhaps some patches down the line, but no major updates for a while.

A huge thank you to all the testers involved! Your help is much appriciated!

- Cyanide
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Re: Shades of Doom v4.0 - Flippin' Cool (06-01-21)

Postby openroadracer » Thu Jun 03, 2021 11:48 am

Wait a second. Didn't there used to be a Quake Champions: Doom Edition compatibility patch? Does this mean that Shades is no longer QC:DE compatible?
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Re: Shades of Doom v4.0 - Flippin' Cool (06-01-21)

Postby Cyanide » Thu Jun 03, 2021 12:06 pm

openroadracer wrote:Wait a second. Didn't there used to be a Quake Champions: Doom Edition compatibility patch? Does this mean that Shades is no longer QC:DE compatible?


There used to be one yes, but it's become quite a task to make QC:DE compatible with Shades, so I haven't made a patch. I might in the future, but I won't promise anything.
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Re: Shades of Doom v4.0 - Flippin' Cool (06-01-21)

Postby openroadracer » Thu Jun 03, 2021 1:03 pm

Cyanide wrote:
openroadracer wrote:Wait a second. Didn't there used to be a Quake Champions: Doom Edition compatibility patch? Does this mean that Shades is no longer QC:DE compatible?
There used to be one yes, but it's become quite a task to make QC:DE compatible with Shades, so I haven't made a patch. I might in the future, but I won't promise anything.
Alright, fair. Can't expect every mod to be compatible with everything else.

Guess I'll go back to the QC:DE monster sets from ModDB...
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Re: Shades of Doom v4.0 - Flippin' Cool (06-01-21)

Postby PokeParty445 » Thu Jun 10, 2021 11:15 pm

One of my favorite monster randomizers! Very consistent and nice and balanced. One bug I've found, which there may be more of course, but this is the only one I've noticed. For some reason, the Doom 3 Wraith replacement for the Pinky flashes invisible when you shoot it? Maybe it's missing a pain frame or something?
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Re: Shades of Doom v4.0 - Flippin' Cool (06-01-21)

Postby Cyanide » Fri Jun 11, 2021 9:09 am

PokeParty445 wrote:One of my favorite monster randomizers! Very consistent and nice and balanced. One bug I've found, which there may be more of course, but this is the only one I've noticed. For some reason, the Doom 3 Wraith replacement for the Pinky flashes invisible when you shoot it? Maybe it's missing a pain frame or something?


Glad you like it. I'll fix that right away.
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Re: Shades of Doom v4.0 - Flippin' Cool (06-01-21)

Postby DreemurrDeceevurr » Sat Jun 12, 2021 4:43 am

The GAU-9000 in Lt. Typhon V6 has a sprite prefix that conflicts with that for the Judgment Zombie, which results in graphical glitches. If loaded prior to Shades, parts of the weapon's idle animation are overwritten by it's pain frames, while if loaded after it disappears when it's pain frames are called. Additionally, all the obituaries are in all caps and do not display whoever the player the monster killed was.
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