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

PostPosted: Sun Dec 08, 2019 2:13 pm
by LowEndPCGamer100
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

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

PostPosted: Sun Dec 08, 2019 5:09 pm
by dbj87jb
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?

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

PostPosted: Sun Dec 08, 2019 9:16 pm
by Cherno
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!

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

PostPosted: Tue Dec 10, 2019 12:09 pm
by vapidscum
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:

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

PostPosted: Sat Jan 25, 2020 1:54 pm
by Alptraum
Oh boi, it has been a year since last update. Hopefully we can see something soon ^^

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

PostPosted: Fri Feb 21, 2020 4:00 pm
by DoomSoul
Can you enable the reload key and move the railgun zoom to the secondary fire?

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

PostPosted: Wed Mar 11, 2020 9:34 pm
by lamp
Heya, may I make a mod using your monsters? they seem really cool.

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

PostPosted: Sun May 03, 2020 1:15 pm
by Alptraum
is this mod got abandoned? :<

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

PostPosted: Mon May 04, 2020 9:09 am
by Daedalus
Nope, on hiatus for now.

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

PostPosted: Mon Jun 29, 2020 9:38 pm
by ll5GOTYOUR6
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?

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

PostPosted: Tue Jun 30, 2020 3:17 am
by Daedalus
Feel free, sprites and sounds are free to use.

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

PostPosted: Tue Jun 30, 2020 5:51 am
by Hexa
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:

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

PostPosted: Wed Oct 28, 2020 10:26 pm
by bhicks
Does the the latest version work OK in gzdoom?
I tried v26a2 and getting the error: 'Tried to transmit to another node' error when loading from save game, whereby gzdoom crashes.

same with this version.

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

PostPosted: Wed Oct 28, 2020 10:41 pm
by wildweasel
bhicks wrote:Does the the latest version work OK in gzdoom?
I tried v26a2 and getting the error: 'Tried to transmit to another node' error when loading from save game, whereby gzdoom crashes.

If it's a saved game from an older version of the mod, don't do that; you should always start a new game, because the saved state of the game cannot be predicted if any of the loaded wads have changed.

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

PostPosted: Thu Oct 29, 2020 8:40 am
by bhicks
thanks. This happens when I go to E1M2 say, then die on the level, and the auto-load happens at the beginning of the level,which causes the crash. iirc, this didnt happen before when I was testing, but I may be mistaken. Based on what I see here, it is supposed to work OK in gzdoom, which is great, since I want to use mods with it not compatible with zandronum.