Shades of Doom v4.1 (07-09-23)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- insightguy
- Posts: 1730
- Joined: Tue Mar 22, 2011 11:54 pm
Re: Shades of Doom v1.0.3 - More shady business
Might be a minor bug but I just tried this with ancient aliens and some of the monster's pallets get messed up. Might want to convert everything into png.
Re: Shades of Doom v1.0.3 - More shady business
I ran into that issue a while back. Forgot to find a fix. Thanks.insightguy wrote:Might be a minor bug but I just tried this with ancient aliens and some of the monster's pallets get messed up. Might want to convert everything into png.
Re: Shades of Doom v1.0.3 - More shady business
you can make lost soul variants separate from pain elementals if they spawn by themselves(good for doom 1) also deep one shoots faster other baron variants
Re: Shades of Doom v1.0.3 - More shady business
I don't want 2 different Lost Souls on Doom 2 maps.Gorec wrote:you can make lost soul variants separate from pain elementals if they spawn by themselves(good for doom 1) also deep one shoots faster other baron variants
I'll change the attack speed of the Deep One. Thanks.
Re: Shades of Doom v1.0.3 - More shady business
Ever thought about adding Hell's Battery as an addition to the Cyberdemons?
Re: Shades of Doom v1.0.3 - More shady business
I've looked through tons of monster sprites, and Hell's Battery has come up. I think the style of the sprites clashes with the overall style of the other sprites in this mod, which is why I haven't added that particular enemy (and a bunch of other enemies). This is also the reason I removed the Doom 64 Demon from the mod.Gideon020 wrote:Ever thought about adding Hell's Battery as an addition to the Cyberdemons?
Thanks for the suggestion, though!
- insightguy
- Posts: 1730
- Joined: Tue Mar 22, 2011 11:54 pm
Re: Shades of Doom v1.0.3 - More shady business
Just a heads up, this does not seem to work with legendoom.
Re: Shades of Doom v1.0.3 - More shady business
I know. It has been mentionen in a previous comment. It has to do with the way both mods spawn monsters. I don't know if I'm going to be able to fix it.insightguy wrote:Just a heads up, this does not seem to work with legendoom.
Re: Shades of Doom v1.0.3 - More shady business
Since I haven't updated the mod in a while, I'll give a quick heads up:
I'm currently working on some more compatibility patches for some weapon/gameplay mods. For the next release I want to include patches for:
I'm currently working on some more compatibility patches for some weapon/gameplay mods. For the next release I want to include patches for:
- Guncaster
- Ironclad
- Metroid: Dreadnaught
- Psychic
- QC:DE (actually already done)
- Samsara
Re: Shades of Doom v1.0.3 - More shady business
Doom Star would be a good mod to be compatible with
Re: Shades of Doom v1.0.3 - More shady business
Hello! Could you explain how to launch this mod along with "custom gun" mod?
I use gzdoom 325 and custom gun 0.999
I try this order:
It doesn't work.
Some errors pop up:
Thx in advance!
I use gzdoom 325 and custom gun 0.999
I try this order:
Code: Select all
<custom gun pk3>
SoD.pk3
SoD_Keen.pk3
SoD_SS.pk3
SoD_Gore.pk3
SoDStlth.pk3
sod_cstm.pk3
Some errors pop up:
Code: Select all
Script error, "sod_cstm.pk3:patchimps.txt" line 1232:
Parent type 'CGunCyanTimeImp' not found in CGunCyanTimeImpAmbush
Script error, "sod_cstm.pk3:patchimps.txt" line 1518:
Parent type 'CGunCyanTimeImp' not found in CGunCyanStealthTimeImp
- ShadesMaster
- Posts: 657
- Joined: Thu Jun 12, 2008 2:05 am
Re: Shades of Doom v1.0.3 - More shady business
Sounds like my kind of mod! Hehe
Re: Shades of Doom v1.0.3 - More shady business
I'll take a look at it, and see if I can make a patch for it. Thanks!Whoah wrote:Doom Star would be a good mod to be compatible with
Whoops... I'm fixing that issue right away. I'll update the patch for the next release. (It's an easy fix, so if you wan't to do it yourself, PM me and I'll tell you how.)Mere_Duke wrote:Hello! Could you explain how to launch this mod along with "custom gun" mod?
I use gzdoom 325 and custom gun 0.999
I try this order:Spoiler:It doesn't work.
Some errors pop up:Spoiler:Thx in advance!
Guess you'll have to give it a spin to find out.ShadesMaster wrote:Sounds like my kind of mod! Hehe
Re: Shades of Doom v1.0.3 - More shady business
I also got another suggestion: An option to disable the "ambush" tag for levels that have those teleport closets outside the map where the monsters teleport into the main map. (As seen in Doom 2's Map16, among many other maps.)
Also, last I checked it still works fine with ww-cola3.
Also, last I checked it still works fine with ww-cola3.
Re: Shades of Doom v1.0.3 - More shady business
As far as I know, teleporter closets work just fine with this mod. Are you having issues with monsters not "waking up" when they should?dljosef wrote:I also got another suggestion: An option to disable the "ambush" tag for levels that have those teleport closets outside the map where the monsters teleport into the main map. (As seen in Doom 2's Map16, among many other maps.)
Also, last I checked it still works fine with ww-cola3.