Shades of Doom v4.1 (07-09-23)
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.
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
I suppose you've seen Nmn's workshop, but just in case...
The aliens from Project Osiris are also quite interesting; they're Alien Breed monsters updated to Doom standards (full set of rotations instead of just four angles).
The aliens from Project Osiris are also quite interesting; they're Alien Breed monsters updated to Doom standards (full set of rotations instead of just four angles).
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
Thansk mrspeaker and Gez. I'll check out your suggestions ASAP.
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
How do I play this mod? I get a "Script error, "SoD_SS.pk3:menudef" line 1:
CyanRoster is not an option menu that can be extended" error when trying to load the mod.
CyanRoster is not an option menu that can be extended" error when trying to load the mod.
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
Are you loading the parts of the mod in the right order? See the OP for a guide.Yakton wrote:How do I play this mod? I get a "Script error, "SoD_SS.pk3:menudef" line 1:
CyanRoster is not an option menu that can be extended" error when trying to load the mod.
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
I did that but now it says "Script error, "SoD_Keen.pk3:menudef" line 1:Cyanide wrote:Are you loading the parts of the mod in the right order? See the OP for a guide.Yakton wrote:How do I play this mod? I get a "Script error, "SoD_SS.pk3:menudef" line 1:
CyanRoster is not an option menu that can be extended" error when trying to load the mod.
CyanRoster is not an option menu that can be extended" I load it by copying the pk3 files and pasting it into the game
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
You might need to use a launcher of some sort. ZDL works great.
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
Thanks, I'll try that out.Cyanide wrote:You might need to use a launcher of some sort. ZDL works great.
-
- Posts: 5
- Joined: Tue Feb 16, 2021 5:36 pm
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
Im trying to make a patch for the Doom Rpg launcher 1.0.3.Plus im trying to make it work with Rla.I tryed exporting everything with Slade. But when i extract the files dont go in their respective folders.I dont know how to export in folders so i can write some code to make it work.Does anyone know how to extract a pk3 in to document or folders with their respective files inside them because it doesnt seem to work with slade.Or if you know some tutorials site or people i can talk to that would be great thanks.Im Trying to make an ultimate rpg rla shades of doom lexicon megawads campaing.
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
I downloaded this but the files in the zip do not match the files listed in the load order, therefor I have no idea of the order and the Sod.pk3 file isn't even included lol. Any help?
- Doctrine Gamer
- Posts: 393
- Joined: Wed Jan 30, 2013 1:22 pm
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
See if it came renamed Shadesofdoom.pk3 or somethingDudweiser wrote:I downloaded this but the files in the zip do not match the files listed in the load order, therefor I have no idea of the order and the Sod.pk3 file isn't even included lol. Any help?
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
That's a mistake on my end. I've updated the OP to reflect the correct filename.Dudweiser wrote:I downloaded this but the files in the zip do not match the files listed in the load order, therefor I have no idea of the order and the Sod.pk3 file isn't even included lol. Any help?
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
Thank you sir, I'm an idiot and actually realised this within 10 minutes of posting my message lol. This is great btw I absolute love it, hell of a job you have done. I'm trying to get a gore mod working for it which allows for blood colour types for specific enemies but not having much luck. I really enjoy the Bolognese mod but obviously its all red blood. Don't suppose you have any ideas yourself what ones are good? I'm in the midst of trying Universal Gibs but it doesn't seem as good not sure yet.
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
I use thisDudweiser wrote:Thank you sir, I'm an idiot and actually realised this within 10 minutes of posting my message lol. This is great btw I absolute love it, hell of a job you have done. I'm trying to get a gore mod working for it which allows for blood colour types for specific enemies but not having much luck. I really enjoy the Bolognese mod but obviously its all red blood. Don't suppose you have any ideas yourself what ones are good? I'm in the midst of trying Universal Gibs but it doesn't seem as good not sure yet.
-
- Posts: 7
- Joined: Sat Mar 13, 2021 8:42 pm
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
Hey Cyanide,
Really like the monster compilation mod, been playing around with it for weeks now. I came across one compatibility issue with the Corruption Cards mod, in that monster groups don't exist, so that when a card that references an Imp for example, it actually means only the Imp type that appears on the current map, instead of affecting ALL imps.
Cutmanmike, the mod creator, replied with this when I gave feedback:
If a mod has not set up monster species, the only way to get around it by creating a custom CCARDS lump. Create a new wad or pk3 with a single lump in it called CCARDS and add the following: monstergroup "group1", classname, classname, classname
You'll have to know what the monster's class names are to do this though. Check out the CCARDS lump in the Corruption Cards pk3 for more info and other options. Alternatively you can ask the mod creator to add their own CCARDS lump to their mod so it is supported in the future
You can find more information here:
viewtopic.php?f=43&t=67939&start=345
Thanks for the mod!
-Naked Raptor
Really like the monster compilation mod, been playing around with it for weeks now. I came across one compatibility issue with the Corruption Cards mod, in that monster groups don't exist, so that when a card that references an Imp for example, it actually means only the Imp type that appears on the current map, instead of affecting ALL imps.
Cutmanmike, the mod creator, replied with this when I gave feedback:
If a mod has not set up monster species, the only way to get around it by creating a custom CCARDS lump. Create a new wad or pk3 with a single lump in it called CCARDS and add the following: monstergroup "group1", classname, classname, classname
You'll have to know what the monster's class names are to do this though. Check out the CCARDS lump in the Corruption Cards pk3 for more info and other options. Alternatively you can ask the mod creator to add their own CCARDS lump to their mod so it is supported in the future
You can find more information here:
viewtopic.php?f=43&t=67939&start=345
Thanks for the mod!
-Naked Raptor
Re: Shades of Doom v3.0 - Off the chart (02/02/20)
I just recently tested Corruption Cards with Shades and ran into that issue. Didn't know about the CCARDS lump thing. I will absolutely add such a lump to Shades. Thank you very much!