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[v0.5.0] Ultimate Custom Doom

PostPosted: Sun May 12, 2019 7:23 am
by m8f
Image

This is an official continuation of Custom Doom by Accensus (Lud).

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Source

Accensus wrote:What this mod does:
It's basically a "make your own difficulty" kind of mod which lets you modify the following:
  • Damage done!
  • Damage taken!
  • Movement speed!
  • Health, armor, ammo regeneration!
  • Jump height!
  • Air control!
  • Max health!
  • Starting health!
  • Friction!
  • Permanent power-ups!
  • Health and armor degeneration!
  • Randomization!
  • Monster manipulation! (Limited options)
And more!

Changes from the original Custom Doom
  • The mod is translated to ZScript;
  • More robust permanent powerups;
  • The changes are now applied immediately;
  • The user can apply monster settings without resetting the level;
  • Option menus overhaul.

Thanks

To those who reported bugs: Beed28, przemko27, DabbingSquidward, drogga (Commado
Pen), Nems, HexFlareheart, kondoriyano, Spaceman333, ghost.

To those who suggested new features: przemko27.

Spoiler: Custom Doom Credits

Spoiler: You may also like these customization mods made by other authors:


This mod is a part of m8f's toolbox.

Re: [WIP][v0.2] Ultimate Custom Doom

PostPosted: Sun May 12, 2019 1:13 pm
by Nems
:D

Seeing this just made my day. This was one of my favorite mods and to see it being continued is awesome. <3

Re: [WIP][v0.2] Ultimate Custom Doom

PostPosted: Sun May 12, 2019 2:37 pm
by Beed28
Oh yes! I'll definitely be checking this out; I've had the original Custom Doom as one of my autoloads. :D

Re: [WIP][v0.2] Ultimate Custom Doom

PostPosted: Sun May 12, 2019 4:03 pm
by thedeathrunner123
Universal?

Re: [WIP][v0.2] Ultimate Custom Doom

PostPosted: Sun May 12, 2019 6:23 pm
by m8f
thedeathrunner123 wrote:Universal?
Yes, it should work with everything. If you notice any issues, please report.

Re: [WIP][v0.2] Ultimate Custom Doom

PostPosted: Mon May 13, 2019 7:51 am
by Beed28
I found an issue with permanent powerups; if you get a powerup that only lasts like a second and you have it set to be permanent, it will repeatedly blink.

I've put together a quick example wad showing what I'm talking about; it replaces the InvulnerabilitySphere, BlurSphere, RadSuit, and Infrared actors with counterparts that only last a second. I should also issue a potential seizure warning with the InvulnerabilitySphere replacement in particular if you make it permanent, so, yeah.

Re: [WIP][v0.2] Ultimate Custom Doom

PostPosted: Fri May 24, 2019 5:58 am
by przemko27
So, a couple issues I found while messing around with regen:

  • Armor regeneration seems to use the period set in the health regeneration menu instead of its own.
  • When setting the regen's armor cap to 0, the regen seems to stop rather than go on indefinitely.
  • From what I've seen the health regen seems to be unable to exceed 100, even if max health is higher.
  • Upon restarting the settings from the commands menu, some of the settings in the regen menus seem to display their previous states, even though they have been changed (eg. sound effect displaying as on, but the regen makes no sound).
  • The regen period can be set as 0, causing the game to crash. Also, it would be nice if we were allowed to either input floating point values as the period or measure it in something shorter than seconds.

Re: [WIP][v0.2] Ultimate Custom Doom

PostPosted: Fri May 24, 2019 7:16 am
by StroggVorbis
Maybe it's just me, but the keybind to open the menu doesn't work.

Re: [WIP][v0.3] Ultimate Custom Doom

PostPosted: Sat May 25, 2019 9:39 pm
by m8f
Beed28 wrote:I found an issue with permanent powerups
Fixed.

przemko27 wrote:Armor regeneration seems to use the period set in the health regeneration menu instead of its own.
Fixed.

przemko27 wrote:When setting the regen's armor cap to 0, the regen seems to stop rather than go on indefinitely.
Fixed.

przemko27 wrote:From what I've seen the health regen seems to be unable to exceed 100, even if max health is higher.
Fixed.

przemko27 wrote:Upon restarting the settings from the commands menu, some of the settings in the regen menus seem to display their previous states, even though they have been changed (eg. sound effect displaying as on, but the regen makes no sound).
Cannot reproduce. If you want to help me fix it, please provide the steps to reproduce this bug.

przemko27 wrote:The regen period can be set as 0, causing the game to crash.
Fixed.

przemko27 wrote:Also, it would be nice if we were allowed to either input floating point values as the period or measure it in something shorter than seconds.
I'm afraid this will require too much modifications, so no.

DabbingSquidward wrote:Maybe it's just me, but the keybind to open the menu doesn't work.
Fixed.

Thanks for reporting! Help is much appreciated, even if the only thing I can give in return is putting the usernames to the Readme and to the post.

Bug fix update is out (0.3). Changes:

* added input fields lower bounds checking;
* fixed health regen that was broken by fixing #5;
* fixed #1: permanent powerup that lasts a second repeatedly blinks;
* fixed #5: health regen stops at 100, even if max health is higher;
* fixed #4: setting the regen armor cap to 0, regen stops;
* fixed issue #7: The regen period 0 causes the game to crash;
* fixed issue #3: Armor regeneration uses the health period;
* fix issue #2: keybind to open the menu doesn't work;

There are some things I have to check about health regen. Can anybody point me to mods that change max player health by Dehacked and/or other means?

Re: [WIP][v0.3] Ultimate Custom Doom

PostPosted: Mon May 27, 2019 2:48 pm
by StroggVorbis
This mod breaks Golden Souls 1/2 and any other mod that uses SetAirControl to change the player's air control via ACS. As soon as you jump or your feet otherwise leave the ground the air control/friction/resistance is seemingly zeroed out, making you slow down in the air and come to a complete stop. Don't know how to describe it otherwise.

To test, make a global ACS script that looks like this:
Code: Select allExpand view
#library "airctrl"
#include "zcommon.acs"


script "GS1AirControl" enter
{
SetAirControl(0.7);
}

Re: [WIP][v0.3] Ultimate Custom Doom

PostPosted: Mon May 27, 2019 5:36 pm
by Nems
Ran into a potential(?) issue regarding the max health settings: picking up health bonuses and soulspheres won't take a player's health past 200 if the max health is set to something greater than 200. I set my max health to 999. Picking up stimpacks, medikits, and berserk packs did take my health past 200 and continued to add to it while it was under 999. However, picking up health bonuses and soulspheres when my health was at 200 or greater didn't add to it at all. I haven't checked to see what the Megasphere does with regards to this, if anything (currently playing through The Ultimate Doom).

This is on GZDoom 4.1.2b by the way. I'm also using Weapons of Saturn, DoomRL Monsters, LegenDoom Lite, and Episodic-EX too.

Re: [v0.4] Ultimate Custom Doom

PostPosted: Sat Jun 08, 2019 7:34 am
by m8f
Bugfix update (v0.4). Changes:

* fixed cases when air control and jump change by scripts outside UCD;
* fixed health bonuses and soulspheres not taking health past 200.

Thanks for reporting!

Re: [v0.4] Ultimate Custom Doom

PostPosted: Tue Jul 23, 2019 8:07 am
by Gamerdude0072
There's a problem (on my end) where if you resurrect or complete the level with movement friction on that lowers the friction each time, could you take a look? other than that nice mod.

Re: [v0.4] Ultimate Custom Doom

PostPosted: Tue Jul 23, 2019 9:32 am
by m8f
I'll take a look when I revisit this mod next time. Not sure when this will happen.

An issue is created. Thanks for reporting!

Re: [v0.4] Ultimate Custom Doom

PostPosted: Sat Sep 07, 2019 10:19 am
by kondoriyano
i notice the ammo regeneration doesnt work with new classes in new final doomer