Supreme Invasion - Universal! v7 (11/09/2021) (Optimized!)
Forum rules
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.
-
- Posts: 20
- Joined: Wed Jun 03, 2015 5:22 pm
Re: Supreme Invasion - Universal!
This is weirdly incompatible with Doom RPG SE(the new maintained version by Sumwunn). I say weirdly in it that it works, it will spawn the monsters, but you can't damage them. No reaction to shooting them whatsoever.
-
- Posts: 812
- Joined: Sun Mar 11, 2018 4:15 pm
- Operating System Version (Optional): Manjaro/Win 8.1
- Graphics Processor: Intel (Modern GZDoom)
- Location: Venezuela
Re: Supreme Invasion - Universal! v2
xX_Shameless_Bump_Xx
Version 2 released! I added Doom Rougelike compatibility and autosave, and converted all sounds to OGG, so that shaved a lot of size out of the mod!
EDIT: Got ninja'd because i didn't reload the page, anyways, i will try to fix that. (EDIT2: I can't find that mod, can you send me a link?)
Version 2 released! I added Doom Rougelike compatibility and autosave, and converted all sounds to OGG, so that shaved a lot of size out of the mod!
EDIT: Got ninja'd because i didn't reload the page, anyways, i will try to fix that. (EDIT2: I can't find that mod, can you send me a link?)
-
- Posts: 51
- Joined: Tue Mar 07, 2017 3:56 pm
- Graphics Processor: Intel (Modern GZDoom)
Re: Supreme Invasion - Universal! v2
Very interesting mod-- just a couple major issues and a small wishlist:
1) Make ammo regen and backpack start toggleable options
2) Make autokill timer/thresholds adjustable/toggleable options
3) Item spawn randomization/toggle
1) Make ammo regen and backpack start toggleable options
2) Make autokill timer/thresholds adjustable/toggleable options
3) Item spawn randomization/toggle
-
- Posts: 812
- Joined: Sun Mar 11, 2018 4:15 pm
- Operating System Version (Optional): Manjaro/Win 8.1
- Graphics Processor: Intel (Modern GZDoom)
- Location: Venezuela
Re: Supreme Invasion - Universal! v2
The ammo regeneration is already toggleable, just bind the invasion menu key in the key configuration menu (or type "invasionmenu" in the console) and set Ammo regeneration to 0.
I can make the autokill timer adjustable, but i don't know how to make the monster threshold adjustable. (anyone can help with this?)
Item spawn randomization/toggle? Do you mean monster mapspots or weapons/ammo? I'm not sure what you mean.
I can make the autokill timer adjustable, but i don't know how to make the monster threshold adjustable. (anyone can help with this?)
Item spawn randomization/toggle? Do you mean monster mapspots or weapons/ammo? I'm not sure what you mean.
-
- Posts: 51
- Joined: Tue Mar 07, 2017 3:56 pm
- Graphics Processor: Intel (Modern GZDoom)
Re: Supreme Invasion - Universal! v2
re: item spawn-- What I meant was an option to turn on/off the items normally spawned on the map (meaning you'll have to scrounge everything off slain monsters); sort of a balance for mods with monsters that drop bundles of ammo/items
-
- Posts: 812
- Joined: Sun Mar 11, 2018 4:15 pm
- Operating System Version (Optional): Manjaro/Win 8.1
- Graphics Processor: Intel (Modern GZDoom)
- Location: Venezuela
Re: Supreme Invasion - Universal! v3
Shameless Bump
Version 3 released!
Added Project Brutality 2.03 compatibility (If Project Brutality isn't loaded you will get a bunch of harmless errors)
Added all the options ErrantMasa suggested (Monster threshold, Time until monster slaughtering and remove ammo and weapons pre-placed in the map) and added a key to spawn all 4 ammo types in front of you, as a more compatible alternative to the ammo regeneration which broke a few mods.
Remember, type "InvasionMenu" in the console or bind the keys i set at the key configuration menu
NOTE: The bug with Doom RPG SE (Whatever that is) appears to be related to the bug with Doom RLA, which was already fixed, why don't you try again, killbotvii?
Version 3 released!
Added Project Brutality 2.03 compatibility (If Project Brutality isn't loaded you will get a bunch of harmless errors)
Added all the options ErrantMasa suggested (Monster threshold, Time until monster slaughtering and remove ammo and weapons pre-placed in the map) and added a key to spawn all 4 ammo types in front of you, as a more compatible alternative to the ammo regeneration which broke a few mods.
Remember, type "InvasionMenu" in the console or bind the keys i set at the key configuration menu
NOTE: The bug with Doom RPG SE (Whatever that is) appears to be related to the bug with Doom RLA, which was already fixed, why don't you try again, killbotvii?
-
- Posts: 51
- Joined: Tue Mar 07, 2017 3:56 pm
- Graphics Processor: Intel (Modern GZDoom)
Re: Supreme Invasion - Universal! v3
Download link still leads to v2, please fix!
-
- Posts: 812
- Joined: Sun Mar 11, 2018 4:15 pm
- Operating System Version (Optional): Manjaro/Win 8.1
- Graphics Processor: Intel (Modern GZDoom)
- Location: Venezuela
Re: Supreme Invasion - Universal! v3
i is berry stoopid
Fixed, now the link leads to v3 like it should.
Fixed, now the link leads to v3 like it should.
-
- Posts: 51
- Joined: Tue Mar 07, 2017 3:56 pm
- Graphics Processor: Intel (Modern GZDoom)
Re: Supreme Invasion - Universal! v3
Excellent. tried it out, and everything works better!
Primary issue for v3 --- adjust Invasion Menu slider min/max to more reasonable values
I suggest:
no. waves: 1 min/~20 max
Ammo regen 0 (off)min/300 or 600s max
Monster Threshold: 1 min/~30-50 max
Autokill timer 0 (off)min/180-300s max (timer min currently 5s though description states it can be set to 0/off; also, turning off timer should also disable monster threshold)
Primary issue for v3 --- adjust Invasion Menu slider min/max to more reasonable values
I suggest:
no. waves: 1 min/~20 max
Ammo regen 0 (off)min/300 or 600s max
Monster Threshold: 1 min/~30-50 max
Autokill timer 0 (off)min/180-300s max (timer min currently 5s though description states it can be set to 0/off; also, turning off timer should also disable monster threshold)
-
- Posts: 49
- Joined: Tue Apr 03, 2018 3:57 am
- Location: Russian Federation, Koroľov
Re: Supreme Invasion - Universal! v3
20 waves is too much.
At 20 wave there will be 2^(20-1)=524288 times more monsters than on the first wave.
At 20 wave there will be 2^(20-1)=524288 times more monsters than on the first wave.
-
- Posts: 51
- Joined: Tue Mar 07, 2017 3:56 pm
- Graphics Processor: Intel (Modern GZDoom)
Re: Supreme Invasion - Universal! v3
is that how successive waves work?
1 min/6 max, then.
1 min/6 max, then.
-
- Posts: 812
- Joined: Sun Mar 11, 2018 4:15 pm
- Operating System Version (Optional): Manjaro/Win 8.1
- Graphics Processor: Intel (Modern GZDoom)
- Location: Venezuela
Re: Supreme Invasion - Universal! v3
Well, i forgot to update the autokill timer description, it's actually monster threshold that when set to zero it will never autokill (logically the number of monsters can't go under zero) and the number of waves will be 20 max (even if it's extreme, who knows, maybe one day a computer will come out that can handle that amount of actors) the rest will be set to what you said, althrough monster threshold will be 200 max.ErrantMasa wrote:Excellent. tried it out, and everything works better!
Primary issue for v3 --- adjust Invasion Menu slider min/max to more reasonable values
I suggest:
no. waves: 1 min/~20 max
Ammo regen 0 (off)min/300 or 600s max
Monster Threshold: 1 min/~30-50 max
Autokill timer 0 (off)min/180-300s max (timer min currently 5s though description states it can be set to 0/off; also, turning off timer should also disable monster threshold)
And yes, it's necessary to add 5 seconds to the auto kill timer because going any lower would cause bugs.
By the way, a new feature for V4, is the ability to disable boss monsters! (Cyberdemon, Spiderdemon and Archvile just because i don't like archviles) this should make mods like Project Brutality, Mod oh Fun and the like much less harder.
-
- Posts: 49
- Joined: Tue Apr 03, 2018 3:57 am
- Location: Russian Federation, Koroľov
Re: Supreme Invasion - Universal! v3
Only if our entire planet will be turned into a supercomputer.TDRR wrote:who knows, maybe one day a computer will come out that can handle that amount of actors
(And then someone will try to play this mod with mk-champions.)
-
- Posts: 51
- Joined: Tue Mar 07, 2017 3:56 pm
- Graphics Processor: Intel (Modern GZDoom)
Re: Supreme Invasion - Universal! v3
cool. I will be waiting!TDRR wrote: Well, i forgot to update the autokill timer description, it's actually monster threshold that when set to zero it will never autokill (logically the number of monsters can't go under zero) and the number of waves will be 20 max (even if it's extreme, who knows, maybe one day a computer will come out that can handle that amount of actors) the rest will be set to what you said, althrough monster threshold will be 200 max.
And yes, it's necessary to add 5 seconds to the auto kill timer because going any lower would cause bugs.
-
- Posts: 812
- Joined: Sun Mar 11, 2018 4:15 pm
- Operating System Version (Optional): Manjaro/Win 8.1
- Graphics Processor: Intel (Modern GZDoom)
- Location: Venezuela
Re: Supreme Invasion - Universal! v3
Well, it depends, if it's a map with 1 zombieman then it could be """playable""" (read: barely playable) i guess i will leave it at 10, 6000 or so actors are still fairly playable.
Some guy at the Zandronum forums made this mod (link) 1 year ago, and while it looks very good, it is only compatible with a few select mods and even then requires compatibility patches.
That is exactly what i want to avoid with this WAD, if it's possible to make all the mods work for this without externalizing that compatibility to other WAD files then so be it, that's why i put the PB fix into the WAD itself even if it causes a lot of errors related to missing actors, just because it's simpler and you don't need to fiddle around with the load order (even if you were to load SInvasion before any mod it will still work).
Some guy at the Zandronum forums made this mod (link) 1 year ago, and while it looks very good, it is only compatible with a few select mods and even then requires compatibility patches.
That is exactly what i want to avoid with this WAD, if it's possible to make all the mods work for this without externalizing that compatibility to other WAD files then so be it, that's why i put the PB fix into the WAD itself even if it causes a lot of errors related to missing actors, just because it's simpler and you don't need to fiddle around with the load order (even if you were to load SInvasion before any mod it will still work).