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 Whoah » Mon Jan 29, 2018 9:27 pm

shadstarn wrote:
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..


I would like this mod as well.
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby Doomenator » Tue Jan 30, 2018 5:05 am

Cyanide wrote: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.

I'd like to see themed sets like heretic, hexen, doom, aliens, hi-tech, gothic, fantasy, medieval, dark creatures, etc. Easier to make customization. But the ideal would be both. :)
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby Gorec » Tue Jan 30, 2018 5:13 am

Doomenator wrote:
Cyanide wrote: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.

I'd like to see themed sets like heretic, hexen, doom, aliens, hi-tech, gothic, fantasy, medieval, dark creatures, etc. Easier to make customization. But the ideal would be both. :)

there is an option "forced themes" so maybe it could be like that
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby shadstarn » Tue Jan 30, 2018 6:19 am

[quote="Whoah"][quote="shadstarn"][quote="Cyanide"][quote="Gideon020"]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.[/quote]
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.[/quote]

i can give you a duke nukem enemy mod if you want.. i have it
you can pair it with samsara..[/quote]

I would like this mod as well.[/quote]

i will link you to the site

https://allfearthesentinel.net/zandronu ... nsters.wad

its from

https://allfearthesentinel.net/zandronu ... hp?page=78
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby Cyanide » Tue Jan 30, 2018 1:46 pm

Doomenator wrote:
Cyanide wrote: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.

I'd like to see themed sets like heretic, hexen, doom, aliens, hi-tech, gothic, fantasy, medieval, dark creatures, etc. Easier to make customization. But the ideal would be both. :)

Heretic and hexen does not have enough enemies to replace all the monsters in Doom 2. There's a theme that changes some of them called "Nevermore".
A theme with only the doom monsters is easy. Just don't load this mod, and you're set...
There are themes revolving around robotic enemies and medieval weapons as well. ("Diabolus ex Machina" & "Sword & Board")
I've removed a "dark monsters" theme in the past, which I might be able to add in again.
It seems like you wan't a theme that changes every monster to something else. For most of your suggested themes that is not an option for the scope of this mod, which I've already told you once.

shadstarn wrote:Messed up text

Check your messages for bugs before you post. :)
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby shadstarn » Tue Jan 30, 2018 2:09 pm

can you please .. i rewrite this because it might have been lost in conversation

i would love a way to choose individual replacements for your neemies! that would be just the best!
also the names to be frank are confusing to the themes.... nad personal opinion the heads will roll enemies doenst make sense lol they are legos?
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby Cyanide » Tue Jan 30, 2018 2:32 pm

shadstarn wrote:can you please .. i rewrite this because it might have been lost in conversation

i would love a way to choose individual replacements for your neemies! that would be just the best!

I understood you the first time. :) I still think it goes against the concept of this mod.

shadstarn wrote:also the names to be frank are confusing to the themes.... nad personal opinion the heads will roll enemies doenst make sense lol they are legos?

I think it makes perfect sense. When a theme is rolled it doesn't necessarily reroll every monster to a specific kind. For that specific theme it rerolls 4 monsters to a specific kind: Zombieman, Shotgunguy, Hell Knight and Cyberdemon. The rest of the monsters are randomly selected from all the different variants available.
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby shadstarn » Tue Jan 30, 2018 3:30 pm

this is what i have done i load the SOAD main file and the patch after i do not see any difference ... can you teach me how to use the patches?
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Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think

Postby Cyanide » Tue Jan 30, 2018 5:43 pm

shadstarn wrote:this is what i have done i load the SOAD main file and the patch after i do not see any difference ... can you teach me how to use the patches?

Have you read the OP?
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Re: Shades of Doom v1.0.3 - More shady business

Postby Cyanide » Mon Feb 05, 2018 7:29 pm

New version up. Little things here an there including:
  • More monsters
  • Additional options
  • Ingame credits
  • Tweaks
  • Bugfixes
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Re: Shades of Doom v1.0.3 - More shady business

Postby Whoah » Tue Feb 06, 2018 12:24 am

Just played the new update. Great as always! Also, I had an idea for an alien theme. There are quite a few alien variants for the enemies, and that theme could work really well for wads like Dark Universe and Ancient Aliens.
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Re: Shades of Doom v1.0.3 - More shady business

Postby Cyanide » Tue Feb 06, 2018 8:03 am

Whoah wrote:Just played the new update. Great as always! Also, I had an idea for an alien theme. There are quite a few alien variants for the enemies, and that theme could work really well for wads like Dark Universe and Ancient Aliens.

Good idea! There actually was such a theme a while ago, but that was scrapped. It would work much better now, so I'll be adding that one back in.

EDIT: Also, I've just updated the changelog and the SoD_Patch download. I realized I'd forgotten 2 monsters I've added, and that one of them wasn't compatible with Custom Gun.
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Re: Shades of Doom v1.0.3 - More shady business

Postby Gideon020 » Sat Feb 17, 2018 9:03 pm

When I was playing some map-packs, I had a strange bug where some enemies that should spawn actually don't.

This happened on Bloodstain and Hellbarde, while I was using Doom Incarnate, so I have no idea what might be at faultl
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Re: Shades of Doom v1.0.3 - More shady business

Postby DabbingSquidward » Sat Feb 17, 2018 9:26 pm

Gideon020 wrote:When I was playing some map-packs, I had a strange bug where some enemies that should spawn actually don't.

This happened on Bloodstain and Hellbarde, while I was using Doom Incarnate, so I have no idea what might be at faultl


Can't check right now, but if the spawning involves A_SpawnItemEx, it misses the SXF_NOCHECKPOSITION flag. Without this flag, actors refuse to spawn if their radius intercepts other actors or map geometry. It's not fail-safe, i.e. sometimes monsters don't spawn even if they do have enough space and are able to move freely.
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Re: Shades of Doom v1.0.3 - More shady business

Postby Cyanide » Sun Feb 18, 2018 8:22 am

Gideon020 wrote:When I was playing some map-packs, I had a strange bug where some enemies that should spawn actually don't.

This happened on Bloodstain and Hellbarde, while I was using Doom Incarnate, so I have no idea what might be at faultl

Bloodstain changes the Baron of Hell, Hell Knight, Wolfenstein SS and Commander Keen. Shades conflicts with those changes. I'm guessing the same is true for Hellbarde.
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