CustomDoom v1.8.2 FINAL

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Do you find the mod useful?

Hell yeah! I'm using it all the time!
28
45%
Yes. It is helpful for the most part.
26
42%
Meh. It's ok, but not that big of a deal.
4
6%
No. There are some things I don't like.
0
No votes
Hell no! I'd rather go to prison than use it!
0
No votes
I am not using this mod.
4
6%
Other. (Specify)
0
No votes
 
Total votes: 62

User avatar
JudgeGroovy
Posts: 99
Joined: Mon Aug 17, 2015 4:18 pm
Location: Mega-City One, USA

Re: [Update] CustomDoom v1.1.3

Post by JudgeGroovy »

Right on, sounds good.
Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: [Update] CustomDoom v1.2

Post by Accensus »

Updated to v1.2. Added new customisation options and redesigned old ones, some of which I am sure most of you will love to hear about. As always, more info in changelog.

Please report any bugs you may encounter and I'll do my best to fix them.

Enjoy!
User avatar
Doctrine Gamer
Posts: 393
Joined: Wed Jan 30, 2013 1:22 pm

Re: [Update] CustomDoom v1.2

Post by Doctrine Gamer »

Your mod is something we dreamed of since I started playing Doom, customize to your liking making your character overpowered or make wads easy to difficult .

I will download as soon as you get home. I have to thank. :wub:
Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: [Update] CustomDoom v1.2

Post by Accensus »

Couldn't have done it without the godlike devs that are Randi and Graf Zahl. And the rest of the community, too, of course! Everyone contributes with something. Many thanks for that, guys! :)
Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: [Update] CustomDoom v1.2

Post by Accensus »

I just achieved a breakthrough so don't even bother downloading v1.2. I'm releasing v1.3 in like...30 minutes. Implemented the custom value thingy for weapon damage, player damage, and player speed. Sorry for the inconvenience. If only it had hit me earlier...

I won't be rushing with updates next time. :)
User avatar
Doctrine Gamer
Posts: 393
Joined: Wed Jan 30, 2013 1:22 pm

Re: [Update] CustomDoom v1.2

Post by Doctrine Gamer »

I have an idea but it is only a suggestion. How about a 0.15 or 0.10 or 0.05 Player Taken Damage option is possible or would be very invincible?

Has the 0.25 (Juggernaut) but nothing has been tested below it.
Last edited by Doctrine Gamer on Mon Apr 11, 2016 7:04 am, edited 1 time in total.
Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: [Update] CustomDoom v1.2

Post by Accensus »

It'll be possible in the next update. ACS fixed point ain't as bad as I thought. You can actually write values such as 0.10581894 and it'll be a valid option.
User avatar
Doctrine Gamer
Posts: 393
Joined: Wed Jan 30, 2013 1:22 pm

Re: [Update] CustomDoom v1.2

Post by Doctrine Gamer »

This Amazing! Very good to test this values ​​in wads extremely hard , it will be guaranteed fun. :D
Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: [Update] CustomDoom v1.3

Post by Accensus »

Updated. Please report any bugs you may encounter, though it is unlikely.
User avatar
JudgeGroovy
Posts: 99
Joined: Mon Aug 17, 2015 4:18 pm
Location: Mega-City One, USA

Re: [Update] CustomDoom v1.3

Post by JudgeGroovy »

Thanks for the updates, great stuff!
Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: [Update] CustomDoom v1.3

Post by Accensus »

You're welcome, and thanks, Duke Nukem dude. :mrgreen:

EDITED OUT: Some now-untrue stuff had been said. It's no longer valid, therefore no longer needed.


Feedback is always welcome, and so are suggestions. If you wanna praise the mod a bit, that's always welcome too. :P
Last edited by Accensus on Wed Apr 13, 2016 4:30 am, edited 6 times in total.
User avatar
Doctrine Gamer
Posts: 393
Joined: Wed Jan 30, 2013 1:22 pm

Re: [Update] CustomDoom v1.3

Post by Doctrine Gamer »

I forgot to test your mod for Hexen or Herectic yesterday but it is likely that works right?

I was so happy I did not remember to test different wads.
Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: [Update] CustomDoom v1.3

Post by Accensus »

Haven't tried with Hexen or Heretic. I don't have those IWADs. I got informed that there Might be issues with one of the games, but I can't confirm at this point.

EDIT: Got HeXen and managed to test the mod. No issues found when travelling between hubs. At least nothing that I noticed.
User avatar
Doctrine Gamer
Posts: 393
Joined: Wed Jan 30, 2013 1:22 pm

Re: [Update] CustomDoom v1.3

Post by Doctrine Gamer »

Thanks! I will test in Herectic at night to post feedback.
Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: [Update] CustomDoom v1.3

Post by Accensus »

A quick note, folks. Just tested multiplayer, and while the multiplier options work, the regeneration does not. It works only for the host. I am working on a fix, but I do not have any estimation of when I'll be able to update.

EDIT: Found the issue. Regeneration scripts stop after respawning. I belive I know how to fix it. It has everything to do with TIDs.

EDIT 2: Fixed. Updating in a few minutes.
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