Shades of Doom v1.2 - More, more, more!!! (05/20/18)

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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby Cyanide » Sun Jan 14, 2018 11:45 am

Gez wrote:The issue with the jukebox is the issue you get into any time different ACS libraries have global variables. They use the same and mess up with each others' values.

Damn. That seems like an issue that's hard (for me) to solve. I'm guessing a complete rewrite to ZScript would help?
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby Gez » Sun Jan 14, 2018 12:00 pm

Yeah, and another possibility would be using custom CVARs instead of ACS globals.
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby Cyanide » Sun Jan 14, 2018 12:11 pm

Gez wrote:Yeah, and another possibility would be using custom CVARs instead of ACS globals.

The CVAR solution is something I know how to do. Thanks for that!
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby Gideon020 » Mon Jan 15, 2018 10:43 am

This mod is a lot more interesting to play with other weapon mods. Now I don't need Project Brutality when I want different kinds of hellspawn to fight.
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby Cyanide » Mon Jan 15, 2018 11:55 am

Gideon020 wrote:This mod is a lot more interesting to play with other weapon mods. Now I don't need Project Brutality when I want different kinds of hellspawn to fight.

Compatibility is a major part of the mod. Glad you like it. :)
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby Gorec » Wed Jan 17, 2018 1:12 am

got some suggestions for adding more monsters:
1.heavy revenant from project brutality(has 1 black launcher) and more revs from complex doom
2.rifle commando and chaingunner with helmet
3.rocket imp and knight archer and catharsi and shadow and time imp for imps
4.cyber paladin(maybe for baron but i dunno)
5.baby cacodemon for lost soul and phantasm and evil-o-wasp from hxrtc project
6.former ranger and zombie henchman for zombieman
7.sawedoff zombie and undead priest and unmaker zombie for shotgun
8.super demon for cybie
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby Cyanide » Wed Jan 17, 2018 7:32 am

Gorec wrote:Monster suggestions

Nice suggestions! Here's my thoughts:
Spoiler:
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby Gorec » Wed Jan 17, 2018 7:44 am

heavy revenant is 3 variant which has black armor(on legs and arms too)
commando with helmet-same as original chaingunner but has marine helmet
former ranger is at realm 667
maybe make unmaker(thats not right) changunner variant?
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby Gorec » Sun Jan 21, 2018 1:05 pm

MORE suggestions
1.enforcer from duke nukem and triple head chaingunner from beyond reality for chaingunner and hellrazer from d4t
2.zombieman without head(take from smooth doom)
3.bomber knight from gmota for hellknight
4.mage gunner from gmota for shotgunner
5.living armor for demon
6.imp from hellwalker,i dunno his real name but he looks like roach(but in doom 3 style)
7.harvester from d4t for imp
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby Gideon020 » Wed Jan 24, 2018 9:27 am

You know, Duke3D enemies would probably fit rather well. I can already see Pig Cops in the Shotgun Zombie category, Suicide Drones in the Lost Souls, and that hovering overseer with the rocket launchers as a cacodemon addition.
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby Cyanide » Thu Jan 25, 2018 5:10 pm

Gideon020 wrote:You know, Duke3D enemies would probably fit rather well. I can already see Pig Cops in the Shotgun Zombie category, Suicide Drones in the Lost Souls, and that hovering overseer with the rocket launchers as a cacodemon addition.

I've had some of the Duke 3D enemies added to the mod before I released it, but to me they stick out like a soar thumb. Technically I could add arouind half of the enemies from the game, but visually I don't think they fit with the rest of the monsters.
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby Gez » Thu Jan 25, 2018 7:21 pm

They're a completely different art style (sprites created from 3D models, like Doom 64) and a higher resolution. Art direction is also completely different, so the designs themselves aren't like what Kevin Cloud or Adrian Carmack would have made.
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby shadstarn » Mon Jan 29, 2018 5:38 pm

can i ask for a little help here?

i can not seem to find a theme i like .... is it not possible for the future to be able to choose custom classes? so i can mix and match myself?

what makes no sense to me is the heads will roll enemies.
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby shadstarn » Mon Jan 29, 2018 5:38 pm

Cyanide wrote:
Gideon020 wrote:You know, Duke3D enemies would probably fit rather well. I can already see Pig Cops in the Shotgun Zombie category, Suicide Drones in the Lost Souls, and that hovering overseer with the rocket launchers as a cacodemon addition.

I've had some of the Duke 3D enemies added to the mod before I released it, but to me they stick out like a soar thumb. Technically I could add arouind half of the enemies from the game, but visually I don't think they fit with the rest of the monsters.


i can give you a duke nukem enemy mod if you want.. i have it
you can pair it with samsara..
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby Cyanide » Mon Jan 29, 2018 6:58 pm

shadstarn wrote:can i ask for a little help here?

i can not seem to find a theme i like .... is it not possible for the future to be able to choose custom classes? so i can mix and match myself?

what makes no sense to me is the heads will roll enemies.

It is possible to add. But this is a randomizer mod, not a replacer mod. I will not be adding a de-randomizer option to my randomizer mod.
The "Heads Will Roll" theme chooses enemies that loose their heads when dying.
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