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Re: Complex DooM (updated 19th Nov)

Posted: Sat Dec 01, 2018 9:20 pm
by Mr. Fancy Pants
I would do unspeakable things to get a wad that just replicates the blood effects in this. They look amazing.

Re: Complex DooM (updated 19th Nov)

Posted: Sat Dec 01, 2018 10:07 pm
by EddieMann
http://i.imgur.com/OlL76Hn.jpg
Wasn't there a flamethrower for Complex DooM?

Re: Complex DooM (updated 19th Nov)

Posted: Mon Dec 03, 2018 4:00 am
by Daedalus
user5124 wrote:Is there any way to have seperate keys for reload and special attack? :?:
Why does the pistol shoot slower, the faster I click? :?:
Not unless I rewrite the weapons to do so which honestly I doubt I'd do as stuff works as is. As someone else stated, the pistol is capped. There's a bit of timing between presses to get the best RoF. Glad you enjoy it!

@EddieMann Naw, there was never a flamethrower in the main mod. You probably played an addon with it.

Re: Complex DooM (updated 19th Nov)

Posted: Fri Dec 07, 2018 10:37 am
by Hacx21
Hey Daedalus I just want to thank you for all the amazing work you've done with this project. Ever since I found it I have had a blast playing all kinds of wads with Complex Doom. Though I wasn't sure if it was still in development or what was happening with it. It's good to see a thread dedicated to it and it's progress. I can't say I complain about anything as it's good work, my only comment would be monsters. I'm not sure what you plan to do or not do with that area respectively. However I've found that the algorithm spawns the same Pinky's, Imps, etc. My suggestion or rather my request is would you consider adding more to the bestiary? I'd really like to see monsters like the ones found in SHADES OF DOOM. I particularly like that mod however it doesn't mix with CD. All I want is to see more Demons from each class/tier. I just feel like it would make each situation much more "complex" as well as add diversity to the common spawns.

Re: Complex DooM (updated 19th Nov)

Posted: Tue Dec 11, 2018 6:04 am
by d00mtux
Vanilla mode is broken in GZDoom. The "ConsoleCommand" ACS function needs replacing with one that works in GZDoom.

Is there no other way to toggle vanilla mode without it?

Re: Complex DooM (updated 19th Nov)

Posted: Tue Dec 11, 2018 6:48 am
by worldendDominator
d00mtux wrote:Vanilla mode is broken in GZDoom. The "ConsoleCommand" ACS function needs replacing with one that works in GZDoom.

Is there no other way to toggle vanilla mode without it?
AFAIK, there is ([wiki]SetCVar (ACS)[/wiki]), but Daed CBA to change it because the mod is not intended for GZDoom.

Re: Complex DooM (updated 19th Nov)

Posted: Tue Dec 11, 2018 12:06 pm
by Daedalus
d00mtux wrote:Vanilla mode is broken in GZDoom. The "ConsoleCommand" ACS function needs replacing with one that works in GZDoom.

Is there no other way to toggle vanilla mode without it?
Can turn it on or off via ESC > Mod Stuff.

As the other guy said, I can't be bothered to "fix" it for GZDoom as its pretty much pointless (though it'd be nice to have, I agree) as hitting escape pauses the game unlike Zandronum online where having the toggle on the fly is better. It's pretty much low priority to change it.

@Hacx21 Yeah dev is slow on this at the moment as I'm too much into other games. I do plan on adding more tiers to monsters eventually and redoing some of the current variants as they're getting a bit boring, the mods effects need an overhaul too as they're a bit dated. I still need to fix a few issues since the last big update also. Happy you enjoy it!

Re: Complex DooM (updated 19th Nov)

Posted: Wed Dec 12, 2018 9:41 am
by TDRR
Mr. Fancy Pants wrote:I would do unspeakable things to get a wad that just replicates the blood effects in this. They look amazing.
It's super easy to extract them from the pk3, if you still want it i could do it.

Re: Complex DooM (updated 19th Nov)

Posted: Wed Dec 12, 2018 11:01 pm
by NullWire
This is only my point of view.
I love every single thing about this mod since his first release, but there's a small thing that bothers me..

That D64 Arachnotron. The sprite itself kinda doesn't fit at all compared to other monsters.
Is there a chance to replace it by a more classic Doom styled one?

Re: Complex DooM (updated 19th Nov)

Posted: Thu Jan 03, 2019 1:58 am
by StroggVorbis
Is it just me or was the pistol ROF reduced?

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

Posted: Thu Aug 08, 2019 3:24 pm
by Molt3n
Just dropped by to say that i enjoy the mod.

EDIT:
Just wanted to redact my entire former question. As much as i find it "not intuitive" that the reload key is mapped to the secondary fire mode, there's little to be done since you coded the weapons to behave like this. It's a bit annoying for sure, but not enough to be a deal-breaker.

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

Posted: Thu Aug 08, 2019 4:10 pm
by LowEndPCGamer100
Molt3n wrote:Just dropped by to say that i enjoy the mod.

EDIT:
Just wanted to redact my entire former question. As much as i find it "not intuitive" that the reload key is mapped to the secondary fire mode, there's little to be done since you coded the weapons to behave like this. It's a bit annoying for sure, but not enough to be a deal-breaker.
Tbh, i like it, although it does take some getting used to going back to wads that actually use the reload key.

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

Posted: Fri Aug 16, 2019 10:05 am
by Alptraum
Will there be more updates or is it over now?

I liked this mod a lot.

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

Posted: Fri Aug 16, 2019 2:13 pm
by LowEndPCGamer100
Alptraum wrote:Will there be more updates or is it over now?

I liked this mod a lot.
Same here lol, i was a bit hesitant to ask

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

Posted: Sat Aug 17, 2019 10:52 am
by Daedalus
Alptraum wrote:Will there be more updates or is it over now?
Naw, I'll end up coming back and updating it sometime in the future.