[v0.5.0] Ultimate Custom Doom

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Re: [v0.4] Ultimate Custom Doom

Postby m8f » Sat Sep 07, 2019 10:23 am

Added issue. I'll take a look when I return to this mod.

Thanks for reporting!
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Re: [v0.4] Ultimate Custom Doom

Postby StroggVorbis » Sat Sep 28, 2019 9:26 am

Bug found:

The Permanent Minotaur option doesn't do anything. Dunno how it works, but my guess is that the StartTime field isn't incorporated.

AFAIK it goes like this:

Player picks up ArtiDarkServant. ArtiDarkServant fires SummoningDoll on use. SummoningDoll calls A_Summon. A_Summon sets StartTime to the current tic. Player is given PowerMinotaur. PowerMinotaur keeps track of StartTime.
PowerMinotaur is used as a tracer by MinotaurFriend to know its owner. Minotaurfriend calls A_MinotaurChase which will cause a suicide after 25 seconds.

Edit: Removing PowerMinotaur from the player via console while a minotaur has been summoned does nothing to prevent his disappearance.

Edit2: A Minotaurfriend spawned from console has no 25 second lifespan. It's still friendly, even without tracer, must be due to the +FRIENDLY flag. Dunno what effect this has on Deathmatch (friendly to all players?)
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Re: [v0.4] Ultimate Custom Doom

Postby m8f » Sun Sep 29, 2019 6:26 am

Thanks for reporting! I created an issue so I don't forget.
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Re: [v0.4] Ultimate Custom Doom

Postby quayside » Thu Feb 27, 2020 1:39 pm

Execution could not continue.

Script error, "ultimate-custom-doom-0.4.pk3:menudef.txt" line 3:
Unknown keyword 'AddOptionMenu'
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Re: [v0.4] Ultimate Custom Doom

Postby wildweasel » Thu Feb 27, 2020 4:16 pm

quayside wrote:Execution could not continue.

Script error, "ultimate-custom-doom-0.4.pk3:menudef.txt" line 3:
Unknown keyword 'AddOptionMenu'

What version of Gzdoom are you running?
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Re: [v0.4] Ultimate Custom Doom

Postby slyrboi » Wed Mar 04, 2020 10:10 am

There's a bug with the ammo regeneration. no matter how much the amount i change, it keeps regenerating 1 ammo pack, like i already changed the amount to "100" so that it will regenerate 100 ammo pack but it still reads as 1 ammo pack, my pistol were only regenerating 5 bullets although i already set the amount higher. Is there any fix to that?
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Re: [v0.4] Ultimate Custom Doom

Postby m8f » Wed Mar 04, 2020 10:26 am

Yep, just fixed it, try the development version: https://github.com/mmaulwurff/ultimate- ... master.zip
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Re: [v0.4] Ultimate Custom Doom

Postby masternoxx » Fri May 08, 2020 7:31 am

EPIC mod!
Monster options are great :D
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Re: [v0.4] Ultimate Custom Doom

Postby MsrSgtShooterPerson » Mon Jun 29, 2020 8:03 am

Hey m8f, thanks to this mod, more difficult to play mods are more tolerable on mobile - just in case, would it be possible to modify the value of pickups such as ammo, health, and armor? Mostly on the ammo part, I sort of want to create a bit more scarcity on mods with more powerful weaponry - could this be possible?
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Re: [v0.4] Ultimate Custom Doom

Postby m8f » Mon Jun 29, 2020 9:16 pm

There is ammo multiplier in Armament Tuning. Though I reckon it didn't work with some mods.
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Re: [v0.4] Ultimate Custom Doom

Postby Nems » Tue Jun 22, 2021 10:50 pm

Apologies for the bump. However, I believe I've run into a bug or an issue.

Under Advanced Player Options, if you set your max health to 999 but have your starting health set to 100, you end up starting with 999 health instead of 100. I don't think this was intended but I thought I'd go ahead and bring it up just in case.
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Re: [v0.5.0] Ultimate Custom Doom

Postby m8f » Fri Jun 25, 2021 5:03 am

Thanks for reporting!

Ultimate Custom Doom v0.5.0 is here!

Changes since v0.4:
  • added max view pitch slider;
  • added partial Russian translation (by Blueberry);
  • added options menu icon;
  • added self damage multiplier;
  • added add monster health cap option;
  • fixed broken ammo regeneration;
  • fixed max health ignoring starting health;
  • fixed degeneration resetting health to its cap on death;
  • fixed the Permanent Minotaur option;
  • fixed tomed weapons powerup option;
  • fixed ammo regeneration in Final Doomer;
  • fixed friction being lowered multiple times after resurrect;
  • hopefully fixed unreliable variable resetting to default;
  • several minor internal improvements.
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Re: [v0.5.0] Ultimate Custom Doom

Postby Mnemnon » Thu Nov 25, 2021 6:42 am

Hey, would it be possible to add an ammo-pickups multiplier/divider in the next version? Would nicely fit the theme of your utility.
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Re: [v0.4] Ultimate Custom Doom

Postby m8f » Thu Nov 25, 2021 6:46 am

m8f wrote:There is ammo multiplier in Armament Tuning. Though I reckon it didn't work with some mods.
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Re: [v0.5.0] Ultimate Custom Doom

Postby thedeathrunner123 » Thu Nov 25, 2021 4:28 pm

Just tried loading .5.0 and it seems once it loads in it makes an armor shard pickup sound and then freezes. If left for too long it freezes my entire PC. Dunno what is happening.
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