[WIP] Dusted's Pandemonia (v2.1.2)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: [WIP] Dusted's Pandemonia (v1.1)

Postby TaporGaming » Fri May 03, 2019 10:41 pm

Ay. I showed up the upcoming features:
Upgrades/Sidegrades.

The New monsters:
Magma Demon
Dreamweaver
Shotgun Admiral
TaporGaming
The Return
 
Joined: 08 Jun 2018

Re: [WIP] Dusted's Pandemonia (v1.1)

Postby DustedPandemonic » Sat May 04, 2019 11:02 pm

TurokiChicken wrote:Any chance for a compatible zandronum release???? I love these guns :D


A full Zandronum port isn't possible sadly (not without major tweaks anyway), though I can try just porting the guns over.
User avatar
DustedPandemonic
 
Joined: 28 Nov 2017
Discord: DustedPandemonic#1713

Re: [WIP] Dusted's Pandemonia (v1.1)

Postby devilemporium » Wed May 29, 2019 1:23 pm

This wouldn't be similar to Complex Doom Clusterfuck, would it? I've been looking for a randomizer mod ever since I've had trouble getting Clusterfuck to work properly with all the mandatory files.
devilemporium
 
Joined: 22 Jul 2018

Re: [WIP] Dusted's Pandemonia (v1.1)

Postby Beezle » Thu May 30, 2019 10:24 am

devilemporium wrote:This wouldn't be similar to Complex Doom Clusterfuck, would it? I've been looking for a randomizer mod ever since I've had trouble getting Clusterfuck to work properly with all the mandatory files.

I would say its more like Scalliano's 667 Shuffle mixed with Hard Doom. That's the best analogy I can think of at the moment, really awesome mod though. This last update has added SO much, so many improvements as well. :D
Beezle
 
Joined: 16 Aug 2018
Discord: #8423

Re: [WIP] Dusted's Pandemonia (v1.1)

Postby Rowsol » Fri Nov 08, 2019 2:29 pm

If you're right up on a monster the nailgun will pass through without harming.
The radsuit doesn't get properly refreshed upon picking up a second while the first is still active.
Witherdemon is missing Tag.
User avatar
Rowsol
 
Joined: 06 Mar 2013

Re: [WIP] Dusted's Pandemonia (v1.1) (v1.2pre1 page 4)

Postby DustedPandemonic » Sun Dec 22, 2019 8:32 pm

https://drive.google.com/open?id=1Ce4ZW_ZIkwUtwCjTacApjlX5FYiQ7jkv
The pre-release of version 1.2 is out, changelog is listed in the pastebin below.
This content is mainly from what I've worked on throughout 2019 before I cracked down on finishing Clusterfuck 4.0.
https://pastebin.com/kRfdmHSg
User avatar
DustedPandemonic
 
Joined: 28 Nov 2017
Discord: DustedPandemonic#1713

Re: [WIP] Dusted's Pandemonia (v1.1) (v2.0 prerelease)

Postby DustedPandemonic » Sat Mar 14, 2020 3:17 am

It's been a while, but version 2.0 of Pandemonia now has its first public pre-release!
Download: https://drive.google.com/open?id=14Kb68jYbDHNcW9DGd6O-Hc3CCCU-4EoL
Changelog: https://hastebin.com/raw/pusupateri

Alongside this, there are now two new addons, which are linked in the original post.
User avatar
DustedPandemonic
 
Joined: 28 Nov 2017
Discord: DustedPandemonic#1713

Re: [WIP] Dusted's Pandemonia (v1.1) (v2.0 prerelease)

Postby DoomSoul » Sat Mar 14, 2020 8:10 am

Could you enable the reload key for the SS?
DoomSoul
 
Joined: 06 Oct 2017

Re: [WIP] Dusted's Pandemonia (v1.1) (v2.0 prerelease)

Postby ate0ate » Sat Mar 14, 2020 3:06 pm

Can't wait to give this a try! Thanks for all of your work Dusted. Your link above is working just fine but just to let you know, the ZPack patch link leads to a 404 and the main 2.0pre1 link in the main post just links to the old 1.1 version still.
User avatar
ate0ate
 
Joined: 24 Jun 2018

Re: [WIP] Dusted's Pandemonia (v1.1) (v2.0 prerelease)

Postby DustedPandemonic » Sat Mar 14, 2020 5:08 pm

DoomSoul wrote:Could you enable the reload key for the SS?


Sure, I'll include it in the next update

ate0ate wrote:Your link above is working just fine but just to let you know, the ZPack patch link leads to a 404 and the main 2.0pre1 link in the main post just links to the old 1.1 version still.


I think TSPG is down at the moment so you won't be able to download it from there, try searching "zpack-onlinepatch" on WAD Archive.
User avatar
DustedPandemonic
 
Joined: 28 Nov 2017
Discord: DustedPandemonic#1713

Re: [WIP] Dusted's Pandemonia (v1.1) (v2.0 prerelease)

Postby Talon1024 » Sat Mar 14, 2020 6:58 pm

I haven't played this in a long time. It's good to see an update.

Anyway, how am I supposed to apply the "sidegrades" to the weapons?
Talon1024
 
 
 
Joined: 27 Jun 2016
Github ID: Talon1024
Operating System: Debian-like Linux (Debian, Ubuntu, Mint, etc) 64-bit
Graphics Processor: nVidia with Vulkan support

Re: [WIP] Dusted's Pandemonia (v1.1) (v2.0 prerelease)

Postby DustedPandemonic » Sat Mar 14, 2020 8:16 pm

Talon1024 wrote:I haven't played this in a long time. It's good to see an update.

Anyway, how am I supposed to apply the "sidegrades" to the weapons?


Oops, I forgot to specify it, make sure to bind User State 1.
User avatar
DustedPandemonic
 
Joined: 28 Nov 2017
Discord: DustedPandemonic#1713

Re: [WIP] Dusted's Pandemonia (v1.1) (v2.0 prerelease)

Postby Martinoz » Wed Mar 18, 2020 12:10 pm

Congratulations on new release :)
User avatar
Martinoz
 
Joined: 09 Sep 2010
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP] Dusted's Pandemonia (v1.1) (v2.0 prerelease)

Postby theroguemonk » Wed Mar 18, 2020 1:36 pm

CAN WE HAVE monster mod only?

also this is just like another mod but without reloading .. waht was that mod called again uses all the same weapons
theroguemonk
Banned User
 
Joined: 05 Nov 2019
Github ID: monk
Operating System: Other OS Not Listed Here
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP] Dusted's Pandemonia (v1.1) (v2.0 prerelease)

Postby DustedPandemonic » Wed Mar 18, 2020 4:38 pm

theroguemonk wrote:CAN WE HAVE monster mod only?


I'll most likely have a monsters only version once 2.0 is released, I'll try my best to make it compatible with as many gameplay mods as I can
User avatar
DustedPandemonic
 
Joined: 28 Nov 2017
Discord: DustedPandemonic#1713

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: CherubCorps and 15 guests