Supreme Invasion - Universal! v6

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Supreme Invasion - Universal! v6

Postby TDRR » Sat Jun 23, 2018 3:46 pm

1.8.6 compatible! Play with your buddies on Zandronum or play Invasion on the go!

For the longest time i have wanted a invasion mod that worked with most other Doom mods and in deathmatch maps, but apparently no one wanted to do it so i did it.

This is a mod based on AlysiumX's Ultimate Invasion DM, adapted to not replace the monsters and instead their DoomEd numbers only, so now it should work with most gameplay mods (Except OMG Weapons and Monsters for some reason)

To play, bind the open invasion menu key to setup your preferences. There you choose your options, make sure to read them all!

Once you finish a wave all enemies will duplicate on the next one, so be prepared!

Spoiler: Changelog


Spoiler: Screenshotty


Screenshots can't really make justice to this (It would just look like i slapped a bunch of monsters in a deathmatch map) so i recommend you download it and try it yourself

!!-------------------!!
!!--IMPORTANT--!!
!!-------------------!!
Remember, type "InvasionMenu" in the console or bind the keys i set at the key configuration menu to set up everything on this mod.

DOWNLOAD!
Last edited by TDRR on Sat Sep 21, 2019 3:08 pm, edited 11 times in total.
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Re: Supreme Invasion - Universal!

Postby epiccolton26 » Sat Jun 23, 2018 4:55 pm

This is a pretty decent mod. Can definitely see the potential in this. :)

One question, though. Is there any reason as to why you can pass through the enemies as if you're no-clipping? If it's there in the case that the player would be unable to move with the large enemy hordes in later waves if they were solid, then I totally understand. Just wondering.
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Re: Supreme Invasion - Universal!

Postby TDRR » Sat Jun 23, 2018 5:11 pm

It's exactly for the reason you said, because in the later waves you would quickly be cornered and dead in a matter of seconds, the game is already hard with the huge amount of monsters, so why give them the ability to pin you down?

Plus, if i didn't, then the enemies would spend more time standing still stuck in each other than killing you :P
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Re: Supreme Invasion - Universal!

Postby epiccolton26 » Sat Jun 23, 2018 8:30 pm

Ah, good to know. Just wanted to make sure. :)
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Re: Supreme Invasion - Universal!

Postby mutator » Sun Jun 24, 2018 1:35 am

is this compatible with qcde, d4t, project msx and trailblazer mods?
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Re: Supreme Invasion - Universal!

Postby m8f » Sun Jun 24, 2018 2:16 am

Wow! This mod brings single player mode to DM maps, and this is awesome! Now I finally have a reason to check out DM wads.
If only there was a way to prevent monsters from being stuck in walls (it happens not so often, so it doesn't matter much).
Thanks for doing this!

Edit: also it would be nice to have (optional) autosave on wave start or wave finish.
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Re: Supreme Invasion - Universal!

Postby ErrantMasa » Sun Jun 24, 2018 2:50 am

tested with Colourful Hell+LegenDooMLite+Mikk's Champions with DRLA; I had an issue with bullets noclipping
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Re: Supreme Invasion - Universal!

Postby TheRailgunner » Sun Jun 24, 2018 4:08 am

I like it a lot, but in testing I've concluded that The Trooper isn't really compatible with it (it breaks headshot hitboxes after Wave 1 and messes with the weapons' ammo values, which are artificially limited in the weapon code to allow room for upgrades).
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Re: Supreme Invasion - Universal!

Postby TDRR » Sun Jun 24, 2018 6:20 pm

Ok, to answer most of your questions:

I have been considering autosaves at the start of every wave, though i'm not sure how to add a enable/disable option for it.

Yes, this works with D4T (It was THE mod i had in mind for this) Trailblazer works good too, not sure about PMSX and QCDE, if there's issues with those i might fix them later.

ErrantMasa, do you know which of the mods causes the issue? if you told me then maybe i could fix it, but right now i can't download all those mods because my internet is ultra slow for the moment.

About The Trooper, i will check that out, but i don't mess with ammo values, you can bind the "open invasion menu" key and then press that key, in that menu you will see an option about ammo regeneration, set that to zero and that should normalize the ammo values back to normal. (Any other mod with issues related to ammo should do this)

If those bugs are fixable, i will release a patch with the fixes, also, there's a known bug: Normally the corpses should burn before the next wave starts, but this never happens in the DM version of the mod, not sure why it doesn't work.
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Re: Supreme Invasion - Universal!

Postby RastaManGames » Mon Jun 25, 2018 1:58 pm

Can you in future add option to change auto-kill percentage and time?
I mean, option, where i can make auto-kill, which activates when ~5% of enemies live for ~30 seconds.
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Re: Supreme Invasion - Universal!

Postby Keldian » Thu Jun 28, 2018 6:40 am

Why not use an in-game counter of monsters to spawn a new wave?
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Re: Supreme Invasion - Universal!

Postby ErrantMasa » Thu Jun 28, 2018 9:26 am

TDRR: I will be checking that out!

Update: it appears your mod is incompatible with DRLA(DooM RogueLike Arsenal) I suggest contacting Yholl to see where the conflicts are located
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Re: Supreme Invasion - Universal!

Postby TDRR » Sun Jul 01, 2018 9:41 pm

Sorry for taking a while to reply, was a bit busy.

Keldian: not sure if i understood your suggestion, but doesn't this already happen? The game already counts all remaining monsters until it's 0 and then spawn the next wave.

ErrantMasa: sounds good, i will try checking out the code first to see if i can find anything on my on, but if not i will ask Yholl.
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Re: Supreme Invasion - Universal!

Postby Keldian » Mon Jul 02, 2018 2:26 am

TDRR wrote: not sure if i understood your suggestion, but doesn't this already happen? The game already counts all remaining monsters until it's 0 and then spawn the next wave.

Not always. For example, when i play with Colourful hell and Shades of Doom, it spawns new wave every 3 seconds, even if not all monsters killed.
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Re: Supreme Invasion - Universal!

Postby TDRR » Mon Jul 02, 2018 5:45 pm

Well, you should have told me that part first, that's a bug, most likely it's because one of those mods use the crappy manual spawner method that doesn't transfer TIDs.

I can't fix that, that's up to the mod's author, and it's as easy to fix as adding the "SXF_CLEARCALLERTID" and setting the tid number to say "tid" on the spawner's A_SpawnItemEx function. (Or better yet, use RandomSpawner to make everything simpler)
I will try to contact Colorful Doom's autor (Hege Cactus i think?) to put this fix into his mod.

EDIT: Nevermind, i saw the problem, you are using 2 conflicting mods (both Shades of Doom and Colorful Doom replace monsters, that's a silly thing to do btw) and the way Shades of Doom does it's stuff means that it won't transfer the TID.

EDIT2: Fixed compatibility with Doom Rougelike Arsenal (I forgot to delete 1 line in the ACS script :lol: ) Will upload the update in a couple moments.
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