Shades of Doom v4.1 (07-09-23)

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Whoah
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Post by Whoah »

Woo!! Been waiting for this for a while now! Really enjoying the new variants and shit. Admittedly a little sad about the themes option being cut, but I get why you did it. Great job, man!
Last edited by Whoah on Tue Mar 12, 2019 1:28 pm, edited 1 time in total.
Gez
 
 
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Post by Gez »

"Dessert Warrior" -- Shouldn't it rather be Desert Warrior?

"Diabolist" is still listed as "Diabloist" in the Arch-Viles submenu.

Some monsters are credited to Eriance, others to Amuscaria. They're both the same person so it'd be more consistent to use the same name.


Idea for extra monster variants: the reskins from Hell to Pay. The imps, at least; the others are weird robots that may not look too good.
Last edited by Gez on Mon Mar 11, 2019 6:43 pm, edited 1 time in total.
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Post by Dr_Cosmobyte »

Tested with all weapons in Aracnocide weapons patch to see if new sprites would clash. Surprisingly, none did. Now i am having my fun. Thanks for this, man! :)
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Post by Cyanide »

Gez wrote:"Dessert Warrior" -- Shouldn't it rather be Desert Warrior?
That's... actually hilarious. :lol: Fixed.
Gez wrote:"Diabolist" is still listed as "Diabloist" in the Arch-Viles submenu.
Some monsters are credited to Eriance, others to Amuscaria. They're both the same person so it'd be more consistent to use the same name.
Both fixed, and download links in the OP have been updated.
Gez wrote:Idea for extra monster variants: the reskins from Hell to Pay. The imps, at least; the others are weird robots that may not look too good.
Thanks! I'll take a look.
Whoah wrote:Woo!! Been waiting for this for a while now! Really anjoying the new variants and shit. Admittedly a little sad about the themes option being cut, but I get why you did it. Great job, man!
It took a lot longer than I thought it would. Apparently adding 60 new monsters take a lot longer than 12... :) Glad you're enjoying Shades! Thanks for the kind words!
GAA1992 wrote:Tested with all weapons in Aracnocide weapons patch to see if new sprites would clash. Surprisingly, none did. Now i am having my fun. Thanks for this, man! :)
I renamed all monster related sprites in a way I think will prevent most sprite related conflicts. I haven't run in to any after the change, so to my knowledge it worked pretty well. Thanks for the kind words!
Also, I've added Aracnocide Weapons Pack to the list of compatible gameplay mods in the OP.
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Post by Dr_Cosmobyte »

Thank you! I just wanted to do so because latest versions had only one conflict: the WAFFA0-WAFFC0 (or something like that, i can't recall) sprites from Blake's SSG :)
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Post by Gorec »

oh ye more enemies 8-) ,also cryobus disappear when killed
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Post by Cyanide »

Gorec wrote:oh ye more enemies 8-) ,also cryobus disappear when killed
Thanks! Fixed and OP link is updated.
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Post by ArchXeno »

The jungle imp becomes immortal and intangible upon death. It doesn't seem to happen to summoned instances, though
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Post by Cyanide »

ArchXeno wrote:The jungle imp becomes immortal and intangible upon death. It doesn't seem to happen to summoned instances, though
I can't recreate that on my end. Are you running any other mods with Shades?
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Post by ArchXeno »

Cyanide wrote:
ArchXeno wrote:The jungle imp becomes immortal and intangible upon death. It doesn't seem to happen to summoned instances, though
I can't recreate that on my end. Are you running any other mods with Shades?
Yes, it seems that SBrightMaps.pk3 is causing a conflict somehow.
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Post by Cyanide »

ArchXeno wrote:
Cyanide wrote:
ArchXeno wrote:The jungle imp becomes immortal and intangible upon death. It doesn't seem to happen to summoned instances, though
I can't recreate that on my end. Are you running any other mods with Shades?
Yes, it seems that SBrightMaps.pk3 is causing a conflict somehow.
Even when running SBrightMaps.pk3 along with ShadesV2.pk3 I can't recreate this. :/ Strange.
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Post by Gorec »

Cyanide wrote:
ArchXeno wrote:The jungle imp becomes immortal and intangible upon death. It doesn't seem to happen to summoned instances, though
I can't recreate that on my end. Are you running any other mods with Shades?
lol i have it too,but im not using sbrightmaps,i use nashgore VE and they started acting like the same way when i punched them with berserk,it only happens when u gib them
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Post by Cyanide »

Gorec wrote:
Cyanide wrote:
ArchXeno wrote:The jungle imp becomes immortal and intangible upon death. It doesn't seem to happen to summoned instances, though
I can't recreate that on my end. Are you running any other mods with Shades?
lol i have it too,but im not using sbrightmaps,i use nashgore VE and they started acting like the same way when i punched them with berserk,it only happens when u gib them
Fixed. Thanks for that. OP link updated. :)
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Post by merlin86 »

Hey,
I've tried the mod and it's just fantastic even without custom weapon mods (but I'll try this mod with DoomRLA in co-op soon or later :) )

I've a question about time imp.
The Realm667 version can ressurect itself, but in this version it just dies.

Am I missing something? Or the ressurection part was omitted?

I've tried both version (Realm and yours) and the realm version can ressurect itself even in gzdoom 4.0.
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Post by wildweasel »

merlin86 wrote:I've a question about time imp.
The Realm667 version can ressurect itself, but in this version it just dies.

Am I missing something? Or the ressurection part was omitted?

I've tried both version (Realm and yours) and the realm version can ressurect itself even in gzdoom 4.0.
first post wrote:Every monster variant behaves almost exactly like the original monster to avoid major balancing issues.
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