[v0.5.0] Ultimate Custom Doom
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Please read the full rules for more details.
The Projects forums are only for 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.
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Re: [v0.4] Ultimate Custom Doom
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?)
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
Thanks for reporting! I created an issue so I don't forget.
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Re: [v0.4] Ultimate Custom Doom
Execution could not continue.
Script error, "ultimate-custom-doom-0.4.pk3:menudef.txt" line 3:
Unknown keyword 'AddOptionMenu'
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
What version of Gzdoom are you running?quayside wrote: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
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
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
EPIC mod!
Monster options are great
Monster options are great

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Re: [v0.4] Ultimate Custom Doom
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
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
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.
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
Thanks for reporting!
Ultimate Custom Doom v0.5.0 is here!
Changes since v0.4:
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
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
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
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.