Complex DooM (updated 17/01/19)

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Re: Complex DooM (updated 17/01/19)

Postby LowEndPCGamer100 » Sun Dec 08, 2019 2:13 pm

try putting the "enemies always drop" option on in the mod options, also some weapon upgrades come pretty rare, try a wad with more enemies if it seems like theyre too sparse
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Re: Complex DooM (updated 17/01/19)

Postby dbj87jb » Sun Dec 08, 2019 5:09 pm

So glad to see an update for this finally crop up. Nice to see it's still getting some love. Is it more compatible with GZDoom (a couple of scripts wouldn't load with GZDoom but it was nothing overly breaking) or would be better to stick with Zandronum?
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Re: Complex DooM (updated 17/01/19)

Postby Cherno » Sun Dec 08, 2019 9:16 pm

LowEndPCGamer100 wrote:try putting the "enemies always drop" option on in the mod options, also some weapon upgrades come pretty rare, try a wad with more enemies if it seems like theyre too sparse

Thankls for the suggestion, but I've found at least a dozen upgrades so far, but they were all pistol autofire upgrades! Today, I found one for the assault shotgun which I didn't even had yet, but I spawned one and now I only get assault shotgun upgrades. Pretty weird!
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Re: Complex DooM (updated 17/01/19)

Postby vapidscum » Tue Dec 10, 2019 12:09 pm

Upgrades and items only drop from certain monsters; they're not a random chance globally. Since you've been discussing it and I haven't seen the info anywhere myself, I've compiled a handy list of what drops what.

Spoiler:
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Re: Complex DooM (updated 17/01/19)

Postby Alptraum » Sat Jan 25, 2020 1:54 pm

Oh boi, it has been a year since last update. Hopefully we can see something soon ^^
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Re: Complex DooM (updated 17/01/19)

Postby DoomSoul » Fri Feb 21, 2020 4:00 pm

Can you enable the reload key and move the railgun zoom to the secondary fire?
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