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 v1.8 FINAL

Postby Accensus » Thu Apr 13, 2017 1:44 pm

Welcome to v1.8. Finally added monster health/speed multipliers and improved a bunch of other stuff. See changelog for more info.

FINAL, in the case of this mod, means that there is a very, very, very low chance of me adding something new. A user motivated me to update so I did, but I honestly doubt anything new is going to get implemented. Not impossible, just unlikely, unless it's a bugfix. Those are an exception.

The mod is certainly not finished. (I doubt there is even such a thing as a finished mod.)
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Re: CustomDoom v1.8 FINAL

Postby oldschoolgamer1983 » Thu Apr 13, 2017 6:20 pm

You could have used your old thread. :)
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Re: CustomDoom v1.8 FINAL

Postby wildweasel » Thu Apr 13, 2017 6:57 pm

oldschoolgamer1983 wrote:You could have used your old thread. :)

I'm not sure what you're talking about. This is his "old" thread. =P
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Re: CustomDoom v1.8 FINAL

Postby oldschoolgamer1983 » Thu Apr 13, 2017 7:03 pm

"I'm not sure what you're talking about. This is his "old" thread. =P"
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Re: CustomDoom v1.8 FINAL

Postby oldschoolgamer1983 » Thu Apr 13, 2017 7:06 pm

To be honest with you WW. You are right. I didn't look into the pages numbers. xD
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CustomDoom v1.8 FINAL Zandro Compalitibity

Postby doomguy214 » Thu Apr 13, 2017 11:21 pm

Is CustomDoom v1.8 FINAL Compatible with Zandorum.
If No can u make it Compatible with Zandorum if possible.
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Re: CustomDoom v1.8 FINAL

Postby Accensus » Fri Apr 14, 2017 12:31 am

No, it's not. At this point it's not even worth it to keep a Zando-compatible fork anymore. I can't add compatibility to v1.8, because of ZScript. You're gonna have to wait for Zando to catch up. Sorry.
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Re: CustomDoom v1.8 FINAL

Postby oldschoolgamer1983 » Fri Apr 14, 2017 12:36 am

Lud wrote:No, it's not. At this point it's not even worth it to keep a Zando-compatible fork anymore. I can't add compatibility to v1.8, because of ZScript. You're gonna have to wait for Zando to catch up. Sorry.


I love it how you include a manual guide for it. :))
Great job with it. :))
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Re: CustomDoom v1.8 FINAL

Postby Accensus » Fri Apr 14, 2017 12:39 am

Thanks. Figured I could move some of the text elsewhere so it doesn't clutter the menus. Can also give better explanations that way.
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Re: CustomDoom v1.8 FINAL

Postby oldschoolgamer1983 » Fri Apr 14, 2017 2:49 pm

By the way. The CustomDoom doesn't work properly on Heretic. The only think that works properly on it is the Health and Armor starts. :)
Those 3 regeneration types don't work at all. :)
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Re: CustomDoom v1.8 FINAL

Postby Accensus » Fri Apr 14, 2017 3:51 pm

Uhhhh...they do? Just tested. Don't forget about the caps and limits.
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Re: CustomDoom v1.8 FINAL

Postby oldschoolgamer1983 » Fri Apr 14, 2017 4:56 pm

Sorry. I didn't know that everything is by default when I start Hexen and or Heretic. :)
Now they really work. :)
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Re: CustomDoom v1.8 FINAL

Postby Accensus » Sun May 07, 2017 7:03 pm

Updated to v1.8.1. Fixed some small issues. Thanks go to kadu522 for spotting them!
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Re: CustomDoom v1.8 FINAL

Postby Dr_Cosmobyte » Sun May 07, 2017 7:08 pm

Keeps getting better. TBRH (r for REALLY) i was still using 1.1 for reasons. But this is even more cool. :)

You know, just like those SNES/PSX games by Kalisto where you could cheat during the boot screen :D
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Re: CustomDoom v1.8 FINAL

Postby Accensus » Sun May 07, 2017 7:14 pm

You see, Ivan, if you are afraid of cheating, make the cheat a mod, that way you are technically not cheating! Conscience is clear and you can sleep peacefully at night! Better than capitalist mattress ads!
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