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

Re: CustomDoom v1.4.2

Postby PandaDoomer » Tue May 31, 2016 8:41 am

Wow
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Re: CustomDoom v1.4.2

Postby Phantom Allies » Sat Jun 18, 2016 9:19 pm

Would there be a possibility of implementing a system that allowed you to revive yourself when you were killed off as many or as few times as you wanted to?
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Re: CustomDoom v1.4.2

Postby Accensus » Sun Jun 19, 2016 12:59 am

AFAIK such system cannot be implemented to forcefully respawn the player. And to allow the player to respawn, one must have allowrespawn in a MAPINFO lump, which would most likely tinker with compatibility - something I do not want to do, sorry.

Source: viewtopic.php?f=3&t=21744
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Re: CustomDoom v1.4.2

Postby Beed28 » Sun Jun 19, 2016 7:52 pm

Lud wrote:AFAIK such system cannot be implemented to forcefully respawn the player. And to allow the player to respawn, one must have allowrespawn in a MAPINFO lump, which would most likely tinker with compatibility - something I do not want to do, sorry.

I kinda wish I had that functionality too. Contra Doom breaks a lot of compatibility with ZDoom maps that have their own MAPINFO because of this.

Anyway, I have a feature suggestion; how about expanding the permanent power-ups option so that we can toggle each power-up independently? Like you can toggle on permanent Radsuit, but not permanent Blur Sphere and stuff like that.
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Re: CustomDoom v1.4.2

Postby Accensus » Mon Jun 20, 2016 9:28 am

Beed28 wrote:Anyway, I have a feature suggestion; how about expanding the permanent power-ups option so that we can toggle each power-up independently? Like you can toggle on permanent Radsuit, but not permanent Blur Sphere and stuff like that.

Added.
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Re: CustomDoom v1.4.3

Postby Beed28 » Mon Jun 20, 2016 5:58 pm

Amazing!

Just to let you know, your download links on the front page are a little mixed up. I found v1.4.3 under Old Versions labelled v1.4.2, while the main download link went to v1.4.2 even though it was labelled as v1.4.3.
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Re: CustomDoom v1.4.3

Postby Accensus » Mon Jun 20, 2016 11:51 pm

Ah, my bad. Thanks for letting me know. Is fixed now.
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Re: CustomDoom v1.4.3

Postby Phantom Allies » Tue Jun 21, 2016 3:13 pm

So just to clarify all of these powerup options, they only work if you have picked up a power-up that does what it says it does?

Anyways, about Health, would there be a possibility of adding a feature which allowed you to increase your max health to a value you desired?
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Re: CustomDoom v1.4.3

Postby Accensus » Tue Jun 21, 2016 10:52 pm

Phantom Allies wrote:So just to clarify all of these powerup options, they only work if you have picked up a power-up that does what it says it does?

Yes. If you pick up a blur sphere and have Permanent Invisibility off, it will expire as normal. If you have it on, it will be infinite. I've included all powerup types and put the less common ones on the bottom. Ghost and Shadow belong to the Invisibility group, but are their own powerup type.
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Re: CustomDoom v1.4.3

Postby Accensus » Wed Jun 22, 2016 2:28 am

Phantom Allies wrote:Anyways, about Health, would there be a possibility of adding a feature which allowed you to increase your max health to a value you desired?

Added. However, changes are applied once per entering a map. Works perfectly with health regeneration.
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Re: CustomDoom v1.4.4

Postby JohnnyTheWolf » Wed Jun 22, 2016 6:29 am

Do you think it would be possible to add a feature that would allow the player to edit the health and armor cap?
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Re: CustomDoom v1.4.4

Postby Accensus » Wed Jun 22, 2016 6:35 am

Just added a feature that edits health cap to v1.4.4; see post before yours. Armor cap and regeneration is impossible. I've tried it and it never seems to work.
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Re: CustomDoom v1.4.4

Postby JohnnyTheWolf » Wed Jun 22, 2016 6:46 am

Lud wrote:Just added a feature that edits health cap to v1.4.4; see post before yours. Armor cap and regeneration is impossible. I've tried it and it never seems to work.


By "health cap", do you mean the maximum I can get with health bonuses and soulspheres?

Or does that just make me able to pick up health packs?
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Re: CustomDoom v1.4.4

Postby Accensus » Wed Jun 22, 2016 7:43 am

The health cap is the maximum amount of health the player can achieve by any means. Soulspheres and Megaspheres set the health/armor to 100/- and 200/200, respectively. They are not additive. The only way to reach the cap is either by using regeneration or picking up enough medikits/stimpacks.
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Re: CustomDoom v1.4.4

Postby Zhs2 » Wed Jun 22, 2016 10:35 am

Uhhhhhh soulspheres are additive up to 200 health, just as health bonuses. There's really no way around increasing the maximums unless the items are redefined with new maxamounts, which I'd presume beyond the scope of this mod. What you could do for armor regeneration however is create new BasicArmorBonus items used internally by your scripts with ridiculous MaxSaveAmounts (and capped manually by your script ticker).
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