Complex DooM (UPDATED 10/01/22)

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Re: Complex DooM (UPDATED 15/11/21)

Postby Captain Keen » Sat Jan 01, 2022 4:35 pm

One other thing I've noticed... in some wads, like Akeldama, when you use a teleporter, the screen will flash a solid color, like purple or grey. This doesn't happen in the wad by itself without Complex running, but it also doesn't happen using Complex in vanilla Doom or Doom II. Not sure what is causing that. It happens regardless of load order; i.e. whether the wad is loaded first or Complex is loaded first.

This is a fantastic mod, btw, perhaps my favorite gameplay modifier. I am using GZDoom (Hardware rendering) 4.7.1 with no other modifiers. Just a wad and Complex.
Captain Keen
 
Joined: 30 Dec 2021

Re: Complex DooM (UPDATED 15/11/21)

Postby Daedalus » Sun Jan 09, 2022 7:35 pm

Mod updated, link and changelog in the OP.

As usual, spot any weirdness going on just call it out in here.

@Captain Keen I've never seen that issue before, I'll check it out when I get some time. As for the keys, it was the way I did shared keys some years back before Zan even had it as a DMFLAG. Ideally, I should just remove it completely as its basically useless now that the flag exists.

I'm glad you enjoy it!
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Daedalus
 
Joined: 23 Nov 2017
Location: UK

Re: Complex DooM (UPDATED 15/11/21)

Postby Captain Keen » Sun Jan 09, 2022 11:08 pm

Daedalus wrote:@Captain Keen I've never seen that issue before, I'll check it out when I get some time. As for the keys, it was the way I did shared keys some years back before Zan even had it as a DMFLAG. Ideally, I should just remove it completely as its basically useless now that the flag exists.

I'm glad you enjoy it!


Ah, that makes sense about the keys. Yeah, I think you can definitely remove it now in 2022.

As for the teleporter thing, Map 17 in Akeldama is an easy way to check it out. It's basically the first teleporter you come to if you kinda just walk forward and take the turns.

Anyway... thanks again for the amazing mod!!
Captain Keen
 
Joined: 30 Dec 2021

Re: Complex DooM (UPDATED 15/11/21)

Postby PFL » Tue Feb 08, 2022 7:48 am

== Fixed the Radsuit moving around after it respawns

Well, while the changes are somewhat minor in this update, I kinda gotten used to the radiation suit respawning and moving along. In the first case, since the mod gets the game to a higher level of difficulty, a respawning suit provided a nice little advantage over the usual one time usage. On the moving suit matter, knowing it shouldn't respawn and even less moves when it respawns, I liked it in some maps; you could get it closer to wherever you wished with some patience, let say, to back track a long lava corridor.

Now, both of these "features" are gone with the update. I am the only one to miss these ?

EDIT:

I should also mention that being able to grab the weaker armors when "full" is not good. In the action, you can accidently grab these and can no longer take them afterward when you really need them. If a gun is loaded, you cannot put some more ammo in it so the same should apply to the armor kits and, of course, to all the spheres.

So from my point of view, as a heavy user of the mod, I suggest to get rid of that "improper" armor feature and to bring back the respawning rad suit, moving or not :). Or maybe let the player choose like if it was a cheat option.
PFL
 
Joined: 28 Jul 2008
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