Colourful Hell 1.01 now with zandro friendly version included
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: 48
- Joined: Tue Jul 03, 2012 3:09 pm
Re: [WIP]Colourful Hell 0.931 Abyssal [Open Beta Page 44]
Sorry if this has been mentioned already, and this is probably a bit of a niche thing to ask for, but is there any chance that the health bonuses that enemies drop could be changed into versions that don't count towards the item tally? I'm the kind of person who feels like I'm not done with a map until I have 100% of everything (but doesn't want to cheat), and there are so many times when an enemy dies in a place that I can't reach and drops a bunch of health bonuses that I can never pick up. I'd ask for an option to just turn them off completely instead of just reducing them, but I don't know how much work that'd be and I've lost count of the number of times that they've saved my life anyway. If that'd be a lot of work for you (or if other people like it how it is for some reason), I can just play around with doing it myself for personal use.
-
-
- Posts: 370
- Joined: Wed Feb 19, 2014 3:23 am
Re: [WIP]Colourful Hell 0.931 Abyssal [Open Beta Page 44]
Benellus is wrath unleashed
Final Beta 3:
Download
Edit: HotFix: Lag issue by abyss vile should now be fixed, hopefully
Fixes a lot of issues with some of the rebalance things from last beta and buffs abyss vile a little
Fixes a performance issue with archviles aswell on top of that
This also adds a gray mastermind and an option to halve the abyss spawns
there is an option for ex bosses present but currently it does nothing
After this, I wont do anymore open beta releases for now till I get the next build ready
For that I will be working on few more ex's and a new white monster
Final Beta 3:
Download
Edit: HotFix: Lag issue by abyss vile should now be fixed, hopefully
Fixes a lot of issues with some of the rebalance things from last beta and buffs abyss vile a little
Fixes a performance issue with archviles aswell on top of that
This also adds a gray mastermind and an option to halve the abyss spawns
there is an option for ex bosses present but currently it does nothing
After this, I wont do anymore open beta releases for now till I get the next build ready
For that I will be working on few more ex's and a new white monster
Spoiler:
-
- Posts: 415
- Joined: Fri Aug 09, 2013 1:43 am
Re: [WIP]Colourful Hell 0.931 Abyssal [Open Beta3 Page 45]
Hega, you should add an option to turn off Benellus.
I rage quit 3 times already...
I rage quit 3 times already...
-
- Posts: 342
- Joined: Mon Feb 12, 2018 12:26 am
- Graphics Processor: Intel (Legacy GZDoom)
- Location: Australia
Re: [WIP]Colourful Hell 0.931 Abyssal [Open Beta3 Page 45]
if that's your feeling I'd suggest turning off white spawns, period. Every single one is major trouble, and all of the low-tier enemies come in white forms, Benny is just the most common. If you still specifically want to turn him off it's a trivial edit to the DECORATE scripts. Just comment out any DropItem lines that you don't want. e.g.
Becomes
Also thanks for the Abyssal option Hege. I like having them as flavour but they were too common for playing alone, and can even put a stop to Russian Overkill in the first couple of levels.
Code: Select all
DropItem "WhiteSG", 255, 4
Code: Select all
//DropItem "WhiteSG", 255, 4
-
- Posts: 415
- Joined: Fri Aug 09, 2013 1:43 am
Re: [WIP]Colourful Hell 0.931 Abyssal [Open Beta3 Page 45]
I'm getting unexpected crashes with Bonehead (White Zombie)
p.s he said "oh Goody"
p.s he said "oh Goody"
-
- Posts: 622
- Joined: Wed Nov 17, 2010 6:35 pm
Re: [WIP]Colourful Hell 0.931 Abyssal [Open Beta3 Page 45]
Seems your mod's not compatible w/ Guncaster, which got updated to v3.0 here (I even loaded it after Guncaster), since only regular enemies spawned.
-
- Posts: 969
- Joined: Wed Mar 06, 2013 5:31 am
Re: [WIP]Colourful Hell 0.931 Abyssal [Open Beta3 Page 45]
Of course it's not compatible, Guncaster has it's own monster changes.
-
-
- Posts: 370
- Joined: Wed Feb 19, 2014 3:23 am
Re: [WIP]Colourful Hell 0.931 Abyssal [Open Beta3 Page 45]
gonna need more data on thisI'm getting unexpected crashes with Bonehead (White Zombie)
p.s he said "oh Goody
Guncaster compat requires a patch, I do not know if the patch is up to date or whats going on with it in general unfortunantly.
Update time
Colourful Hell v94
New stuff;
-Abyss tier is nearing complition, many more nasty abyss tier monsters await
-Added option to toggle halving effect for abyss monster spawns making them red/rarer than red
-Ex bosses now have their own toggle aswell, for those that currently exist
-Added more gray monsters too
-Balance changes
Other changes;
Spoiler:I'll try to get the 2.8.1 friendly version up after the weekend
-
- Posts: 234
- Joined: Sun Feb 28, 2016 10:45 am
- Location: The evil world that is known as Heck
Re: [WIP]Colourful Hell 0.931 Abyssal [Open Beta3 Page 45]
I actually came back to working on the patch a few days ago, the old one was very messy and I decided to wait for the GC update at that time.Hege Cactus wrote:Guncaster compat requires a patch, I do not know if the patch is up to date or whats going on with it in general unfortunately.
Spoiler: Patch progress
-
- Posts: 969
- Joined: Wed Mar 06, 2013 5:31 am
Re: [WIP]Colourful Hell 0.94 Abyssal Encounter
Awesome. I felt like picking up Russian Overkill again so this was good timing.
Turns out you didn't notice my post a few pages back. Grey Painelemental is still dropping 5x the loot that he should, that equates to 10 berserks plus extras.
Turns out you didn't notice my post a few pages back. Grey Painelemental is still dropping 5x the loot that he should, that equates to 10 berserks plus extras.
And if I could be so brazen, please lower the size of the blue imp ball, it's freakin huge.Rowsol wrote:One more thing about drops. A_PainDie drops items so when you puthe's dropping his loot 5 times.Code: Select all
Death: INFR G 8 INFR H 8 A_Scream MISL B 8 MISL CCCC 2 A_PainDie("BlackLSoul2") MISL D 8 A_NoBlocking MISL D 1 Stop
-
-
- Posts: 370
- Joined: Wed Feb 19, 2014 3:23 am
Re: [WIP]Colourful Hell 0.931 Abyssal [Open Beta3 Page 45]
Great to hear!D3athStalker wrote:I actually came back to working on the patch a few days ago, the old one was very messy and I decided to wait for the GC update at that time.Hege Cactus wrote:Guncaster compat requires a patch, I do not know if the patch is up to date or whats going on with it in general unfortunately.
Spoiler: Patch progress
Whoops, I knew I forgot something!Awesome. I felt like picking up Russian Overkill again so this was good timing.
Turns out you didn't notice my post a few pages back. Grey Painelemental is still dropping 5x the loot that he should, that equates to 10 berserks plus extras.
I'll fix this for the next release, but for now enjoy pinata elemental
-
- Posts: 51
- Joined: Tue Mar 07, 2017 3:56 pm
- Graphics Processor: Intel (Modern GZDoom)
Re: [WIP]Colourful Hell 0.94 Abyssal Encounter
Piñata Elemental sounds like a fun gamemode. A special Pain Elemental vulnerable only to the chainsaw is hidden in the map. One chainsaw is also hidden somewhere in the map. Get the chainsaw, slice open the Piñata Elemental. If you haven't got the Chainsaw, kill whoever has it! Note: the chainsaw prevents its wielder switching weapons, but is deadly powerful to compensate (think Juggernaut mode)
-
-
- Posts: 370
- Joined: Wed Feb 19, 2014 3:23 am
Re: [WIP]Colourful Hell 0.94 Abyssal Encounter
Sounds a bit sillyErrantMasa wrote:Piñata Elemental sounds like a fun gamemode. A special Pain Elemental vulnerable only to the chainsaw is hidden in the map. One chainsaw is also hidden somewhere in the map. Get the chainsaw, slice open the Piñata Elemental. If you haven't got the Chainsaw, kill whoever has it! Note: the chainsaw prevents its wielder switching weapons, but is deadly powerful to compensate (think Juggernaut mode)
Also in another news I have added the 2.8.1 friendly version now
and I realized while making it that the current version black mancubi ex has one move that is bugged, oops.
well he's powerful regardless so I dont think there's hurry to fix this yet
-
- Posts: 234
- Joined: Sun Feb 28, 2016 10:45 am
- Location: The evil world that is known as Heck
Re: [WIP]Colourful Hell 0.94 Abyssal Encounter
*bumps fists* There it is!
I also removed extra stuff (black and white pots, extra sound fx, colourful nazis etc.) and this gave me a 1.57 MB patch, where the old one was 13 MB.
I also removed extra stuff (black and white pots, extra sound fx, colourful nazis etc.) and this gave me a 1.57 MB patch, where the old one was 13 MB.
-
- Posts: 969
- Joined: Wed Mar 06, 2013 5:31 am
Re: [WIP]Colourful Hell 0.94 Abyssal Encounter
I'm getting a lot of invalid state errors. Is this normal? Thanks for what appears to have been a lot of work.D3athStalker wrote:*bumps fists* There it is!