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

Postby lamp » Wed Mar 11, 2020 9:34 pm

Heya, may I make a mod using your monsters? they seem really cool.
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Re: Complex DooM (updated 17/01/19)

Postby Alptraum » Sun May 03, 2020 1:15 pm

is this mod got abandoned? :<
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Re: Complex DooM (updated 17/01/19)

Postby Daedalus » Mon May 04, 2020 9:09 am

Nope, on hiatus for now.
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Re: Complex DooM (updated 17/01/19)

Postby ll5GOTYOUR6 » Mon Jun 29, 2020 9:38 pm

Hey Daedalus,

I'm making a mod for a game called Ravenfield and would like to use the SFX for the double barrel shotgun from your mod. Would that be alright by you?
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Re: Complex DooM (updated 17/01/19)

Postby Daedalus » Tue Jun 30, 2020 3:17 am

Feel free, sprites and sounds are free to use.
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Re: Complex DooM (updated 17/01/19)

Postby Hexa » Tue Jun 30, 2020 5:51 am

Hey Daedalus, do you have any details on where some of these gun firing sound effects come from? There are several sounds in Complex that became extremely loud with Zandronum 3.0, such as the Combat Shotgun, Double Barrel Shotgun and Assault Rifle firing sounds, among many others. I've managed to find the Grenade Launcher firing sound from Quake 4 and fixed it, as well as the Ultra Sphere and Armageddon Sphere pickup sounds from Painkiller. This method is better than editing the volume of the sound used in Complex already, or using SNDINFO to lower the volume because it appears to have the opposite effect in other source ports such as GZDoom, which make the sounds too quiet. I've been through your credits for sounds previously and found most of the item pickup sounds, but still cannot find most of the weapon firing sounds that have said volume issues. Good luck on the next update!

P.S. I sent you a message back in February and I don't know if you've seen it due to the weird layout of the messaging system :oops:
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