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Re: CustomDoom v1.8 FINAL

PostPosted: Thu Apr 13, 2017 1:44 pm
by Accensus
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.)

Re: CustomDoom v1.8 FINAL

PostPosted: Thu Apr 13, 2017 6:20 pm
by oldschoolgamer1983
You could have used your old thread. :)

Re: CustomDoom v1.8 FINAL

PostPosted: Thu Apr 13, 2017 6:57 pm
by wildweasel
oldschoolgamer1983 wrote:You could have used your old thread. :)

I'm not sure what you're talking about. This is his "old" thread. =P

Re: CustomDoom v1.8 FINAL

PostPosted: Thu Apr 13, 2017 7:03 pm
by oldschoolgamer1983
"I'm not sure what you're talking about. This is his "old" thread. =P"

Re: CustomDoom v1.8 FINAL

PostPosted: Thu Apr 13, 2017 7:06 pm
by oldschoolgamer1983
To be honest with you WW. You are right. I didn't look into the pages numbers. xD

CustomDoom v1.8 FINAL Zandro Compalitibity

PostPosted: Thu Apr 13, 2017 11:21 pm
by doomguy214
Is CustomDoom v1.8 FINAL Compatible with Zandorum.
If No can u make it Compatible with Zandorum if possible.

Re: CustomDoom v1.8 FINAL

PostPosted: Fri Apr 14, 2017 12:31 am
by Accensus
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.

Re: CustomDoom v1.8 FINAL

PostPosted: Fri Apr 14, 2017 12:36 am
by oldschoolgamer1983
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. :))

Re: CustomDoom v1.8 FINAL

PostPosted: Fri Apr 14, 2017 12:39 am
by Accensus
Thanks. Figured I could move some of the text elsewhere so it doesn't clutter the menus. Can also give better explanations that way.

Re: CustomDoom v1.8 FINAL

PostPosted: Fri Apr 14, 2017 2:49 pm
by oldschoolgamer1983
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. :)

Re: CustomDoom v1.8 FINAL

PostPosted: Fri Apr 14, 2017 3:51 pm
by Accensus
Uhhhh...they do? Just tested. Don't forget about the caps and limits.

Re: CustomDoom v1.8 FINAL

PostPosted: Fri Apr 14, 2017 4:56 pm
by oldschoolgamer1983
Sorry. I didn't know that everything is by default when I start Hexen and or Heretic. :)
Now they really work. :)

Re: CustomDoom v1.8 FINAL

PostPosted: Sun May 07, 2017 7:03 pm
by Accensus
Updated to v1.8.1. Fixed some small issues. Thanks go to kadu522 for spotting them!

Re: CustomDoom v1.8 FINAL

PostPosted: Sun May 07, 2017 7:08 pm
by Dr_Cosmobyte
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

Re: CustomDoom v1.8 FINAL

PostPosted: Sun May 07, 2017 7:14 pm
by Accensus
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!