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Re: [Update] CustomDoom v1.1.3

PostPosted: Sun Apr 10, 2016 4:42 pm
by JudgeGroovy
Right on, sounds good.

Re: [Update] CustomDoom v1.2

PostPosted: Mon Apr 11, 2016 5:48 am
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!

Re: [Update] CustomDoom v1.2

PostPosted: Mon Apr 11, 2016 5:51 am
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:

Re: [Update] CustomDoom v1.2

PostPosted: Mon Apr 11, 2016 5:53 am
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! :)

Re: [Update] CustomDoom v1.2

PostPosted: Mon Apr 11, 2016 6:51 am
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. :)

Re: [Update] CustomDoom v1.2

PostPosted: Mon Apr 11, 2016 6:58 am
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.

Re: [Update] CustomDoom v1.2

PostPosted: Mon Apr 11, 2016 6:59 am
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.

Re: [Update] CustomDoom v1.2

PostPosted: Mon Apr 11, 2016 7:03 am
by Doctrine Gamer
This Amazing! Very good to test this values ​​in wads extremely hard , it will be guaranteed fun. :D

Re: [Update] CustomDoom v1.3

PostPosted: Mon Apr 11, 2016 7:09 am
by Accensus
Updated. Please report any bugs you may encounter, though it is unlikely.

Re: [Update] CustomDoom v1.3

PostPosted: Mon Apr 11, 2016 10:15 am
by JudgeGroovy
Thanks for the updates, great stuff!

Re: [Update] CustomDoom v1.3

PostPosted: Mon Apr 11, 2016 11:20 am
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

Re: [Update] CustomDoom v1.3

PostPosted: Tue Apr 12, 2016 7:51 am
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.

Re: [Update] CustomDoom v1.3

PostPosted: Tue Apr 12, 2016 8:08 am
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.

Re: [Update] CustomDoom v1.3

PostPosted: Tue Apr 12, 2016 9:05 am
by Doctrine Gamer
Thanks! I will test in Herectic at night to post feedback.

Re: [Update] CustomDoom v1.3

PostPosted: Tue Apr 12, 2016 9:08 am
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.