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Re: [Update] CustomDoom v1.3

PostPosted: Tue Apr 12, 2016 10:17 am
by osjclatchford
you're a machine! thanks again for all this.

Re: [Update] CustomDoom v1.3

PostPosted: Tue Apr 12, 2016 10:20 am
by Accensus
Updated to v1.3.1. Fixed regeneration in multiplayer, and managed to test if it works in MP at all. Well, good news - It does, flawlessly, too! Enjoy the fun!

Edit: Thanks, osjclatchford! Always glad to bring some extra fun to the table. ;)

Re: [Update] CustomDoom v1.3.1

PostPosted: Tue Apr 12, 2016 5:01 pm
by Doctrine Gamer
Just test your mod the first Herectic chapter and works as a beauty. :D

Your mod is compatible with Herect and Hexen . I played for an hour every mod without finding any bug. :mrgreen:

I do not know test bugs but everything worked normally, I tested with version 1.3.1. 8-)

Re: [Update] CustomDoom v1.3.1

PostPosted: Tue Apr 12, 2016 8:00 pm
by Zhs2
The way you did ammo regeneration is clever, but also a little ugly. Would you possibly mind adding a small option to toggle whether or not the script hands you a backpack right off or waits until you already have one? (And in that case, don't forget to check for other games' backpacks! E.g. BagOfHolding in Heretic/Hexen and AmmoSatchel in Strife)

Re: [Update] CustomDoom v1.3.1

PostPosted: Tue Apr 12, 2016 10:55 pm
by Accensus
I'll see what I can do about that. Don't want to be spamming updates so soon. Might add a bunch of other stuff before releasing backpack patch.

EDIT: I tried giving a BagOfHolding and AmmoSatchel in a Doom game, and the result was the same as if I had picked up a backpack. The amount of ammo given was the same too. That led me to try giving a Backpack in HeXen and apparently it works. Guess the Backpack, BagOfHolding, and AmmoSatchel are unified, so that removes the need for a separate script.

Wiki wrote:Likewise, if you place a BagOfHolding (Heretic item) in Doom, you will find Doom-specific ammunitions in it!


As for the ammo regen, I'll definitely add that one in, but I can't promise when that'll be.

EDIT 2: Forget what I said about posting only big patches a few pages ago. I'll update when necessary, especially if it's to bring new features.

EDIT 3: Implemented the backpack requirement thingy. Working on some other customisation options. Gonna finish with those before making an update. Also gonna test multiplayer with new update.

Re: CustomDoom v1.3.2

PostPosted: Wed Apr 13, 2016 6:39 am
by Accensus
Here comes the update train! v1.3.2 is out with a bunch of new stuff. Changeloggy is your friend. (I should probably stop reminding that there's a changelog in the main post...)

Re: CustomDoom v1.3.2

PostPosted: Wed Apr 13, 2016 6:56 am
by Hellser
While this might not be a fully featured mod, it's a required mod for those (like me) who wants a challenge. I like what you're doing. Keep up the good work.

Re: CustomDoom v1.3.2

PostPosted: Wed Apr 13, 2016 6:58 am
by Accensus
Thanks, Hellser. :)

What do you mean by "not fully featured", by the way?

Re: CustomDoom v1.3.2

PostPosted: Wed Apr 13, 2016 7:24 am
by Accensus
Updated license. You should read it. It's on the bottom of the main post.

Re: CustomDoom v1.3.2

PostPosted: Wed Apr 13, 2016 7:52 am
by Doctrine Gamer
"Added support for Hexen, Heretic, and Strife to the above option."

It did not work in version 1.3.1 ? Something has been improved beyond the backpack? :)

Re: CustomDoom v1.3.2

PostPosted: Wed Apr 13, 2016 7:58 am
by Accensus
There was no backpack requirement option in 1.3.1. It says "...to the above option", which is exactly that - backpack requirement. ;)

Re: CustomDoom v1.3.2

PostPosted: Wed Apr 13, 2016 8:12 am
by Doctrine Gamer
Ops! Sorry, my English is not my language native, sometimes it takes me to understand something.

Funny that had not been tested in Strife but now I know it works.

Your mod is essential to any Doom lover.

Re: CustomDoom v1.3.2

PostPosted: Wed Apr 13, 2016 8:15 am
by Accensus
I'm not 100% sure if it'll work in Strife. I'm 95% sure. :D

Don't worry 'bout the language mate, your English's quite good, to be honest. So far nothing that I couldn't understand. ;)

EDIT: Tested Strife. It works.

Re: CustomDoom v1.3.2

PostPosted: Wed Apr 13, 2016 9:06 am
by Hellser
Lud wrote:What do you mean by "not fully featured", by the way?


A full blown mod that adds new monsters in and what not. Something like this is what I might consider a "Mutator", to enhance the gameplay, but not add anything (too) new. :)

Re: CustomDoom v1.3.2

PostPosted: Wed Apr 13, 2016 9:14 am
by Accensus
Ah, I see. Thx for the clarification. I do expect this mod to get famous someday, since it appears to be the 1st of its kind after so many years, but not many people are into that kinda stuff apparently. I doubt it'll become too big or win any awards, but who knows...

You are right, it is a mutator of some sorts since it only changes core gameplay without touching anything else. :)