Colourful Hell 1.03 now with zandro friendly version included

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What do with black shotgun spawn?

Poll ended at Fri Feb 19, 2016 7:24 am

keep as they are
0
No votes
modify a little for ranged options
0
No votes
Remake the crew for better variance
2
29%
Remake with focus on the leader as the boss
5
71%
Rehaul and scrap the concept, make something else shotgunny instead
0
No votes
 
Total votes: 7

bowserknight
Posts: 95
Joined: Wed May 26, 2010 11:10 am

Re: [WIP]Colourful Hell 0.98

Post by bowserknight »

Dewzanity wrote:
Do the minions of the black Shotgunner count as kills? They do disappear sometimes I noticed. And the white Caco can create red portals which summon red monsters but those don't disappear, so I have no idea where 29 missing monsters were coming from.
I just did some investigating, and I found out Black Shotgunner is good, but White Cacodemon has an attack where it fires 3 homing eyeballs at you, and that attack is the culprit for missing kills. For some reason, the actor "BloodRainerCaco" always disappears as an actor that counts as a kill, without actually dying. Anytime White Cacodemon does the eyeball attack, 3 kills become missing each time.

Code: Select all

Actor BloodRainerCaco
{
  Game Doom
  Radius 16
  Height 20
  health 9999
  Speed 1
  species "caco"
  Monster
  +NOGRAVITY
  +noclip
  states
  {
  spawn:
  TNT1 A 0
  Fly:
  TNT1 A 0
  CDWO J 3 ThrustThingz(0,10,0,0)
  TNT1 A 0
  Death:
  TNT1 A 0
  CDWO IJ 8
  TNT1 A 1  A_Custommissile("EyeRocketCaco",12,0,random(-3,3))
  TNT1 A 5
  stop
}}
So the "BloodRainerCaco", which counts as a monster, immediately goes to the death state, and fires "EyeRocketCaco" without calling A_Die, and just disappears automatically. Easy solution, just make it not count as a kill.

I may also start investigating the entire mod to compile a list of which monsters make the kill count impossible.
oh wow thanks for the quick clearup on that. Yeah he used that eyeball attack quite often (it's also almost impossible to avoid) but I had no idea they count as kills, or at least some of those.
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UTNerd24
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Re: [WIP]Colourful Hell 0.98

Post by UTNerd24 »

Seeing how it's getting close to V 1.0, I reckon you should make some sort of 'Rainbow' enemy as an Icon of Sin replacement. Just a thought though
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Everlasting Maya
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Re: [WIP]Colourful Hell 0.98

Post by Everlasting Maya »

Just found out that Black Arachnotron does not spawn in game.

Code: Select all

Actor BlackSP1
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_BlackBossy") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("CH_ExBoss") == 1, "EX1") 
TNT1 A 0 A_JumpIf(CallACS("CH_ExBoss") == 2, "EX2") 
TNT1 A 0 A_JumpIf(CallACS("CH_ExBoss") == 3, "EX3") 
TNT1 A 0 A_SpawnitemEx("BlackSP3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX1No:
TNT1 A 0
TNT1 A 0 A_SpawnitemEx("BlackSP3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX3:
TNT1 A 0
TNT1 A 0 A_SpawnitemEx("BlackSPEX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX2:
TNT1 A 0
TNT1 A 0 A_jump(128,"EX1No")
TNT1 A 0 A_SpawnitemEx("BlackSPEX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX1:
TNT1 A 0
TNT1 A 0 A_jump(232,"EX1No")
TNT1 A 0 A_SpawnitemEx("BlackSPEX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop


Third:
TNT1 A 0 A_SpawnitemEx("RedSP1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}
Actor BlackSP1 is trying to spawn BlackSP3, when the actual black arachnotron boss is under the name of BlackSP2, so nothing gets spawned because BlackSP3 doesn't exist.
bowserknight
Posts: 95
Joined: Wed May 26, 2010 11:10 am

Re: [WIP]Colourful Hell 0.98

Post by bowserknight »

Dewzanity wrote:Just found out that Black Arachnotron does not spawn in game.

[...]

Actor BlackSP1 is trying to spawn BlackSP3, when the actual black arachnotron boss is under the name of BlackSP2, so nothing gets spawned because BlackSP3 doesn't exist.
huh I've been wondering why that boss has never shown up in any of my playthroughs with this mod. Interesting to know why
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Everlasting Maya
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Re: [WIP]Colourful Hell 0.98

Post by Everlasting Maya »

I apologize for yet another bump, but I've spent the last few days compiling a list of errors relating to missing monsters in the kill count. 95% of the errors are literally just monsters disappearing, but I've provided which monsters can cause errors, and what actors specifically causes it. For most errors, it's best to just put the -COUNTKILL flag on any actor that's not a tier of an existing doom monster.
Spoiler:
And as a side note, I dislike blue barons newly fangled fashion trend whenever the projectiles bounce. For a more common enemy, 1 blue baron alone can lag your game, plus he's now more powerful than purple baron. RIP computer if you're facing barons in a slaughtermap.
gman829
Posts: 74
Joined: Sat May 12, 2018 1:55 pm

Re: [WIP]Colourful Hell 0.98

Post by gman829 »

Would you ever consider posting files of the individual monsters? I love this mod to death but I and other map makers would love to use these for custom levels.
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Hege Cactus
 
 
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Re: [WIP]Colourful Hell 0.98

Post by Hege Cactus »

Dewzanity wrote:Just found out that Black Arachnotron does not spawn in game.

Code: Select all

Actor BlackSP1
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_BlackBossy") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("CH_ExBoss") == 1, "EX1") 
TNT1 A 0 A_JumpIf(CallACS("CH_ExBoss") == 2, "EX2") 
TNT1 A 0 A_JumpIf(CallACS("CH_ExBoss") == 3, "EX3") 
TNT1 A 0 A_SpawnitemEx("BlackSP3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX1No:
TNT1 A 0
TNT1 A 0 A_SpawnitemEx("BlackSP3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX3:
TNT1 A 0
TNT1 A 0 A_SpawnitemEx("BlackSPEX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX2:
TNT1 A 0
TNT1 A 0 A_jump(128,"EX1No")
TNT1 A 0 A_SpawnitemEx("BlackSPEX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX1:
TNT1 A 0
TNT1 A 0 A_jump(232,"EX1No")
TNT1 A 0 A_SpawnitemEx("BlackSPEX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop


Third:
TNT1 A 0 A_SpawnitemEx("RedSP1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}
Actor BlackSP1 is trying to spawn BlackSP3, when the actual black arachnotron boss is under the name of BlackSP2, so nothing gets spawned because BlackSP3 doesn't exist.
Ah shit thats one major typo issue thats really gone under the radar. I'll fix this ASAP

Also thank you for checking through the actors for the kill count issue, it has been haunting me for a while and as Ive been adding the dont add to kill count flags to many actors, they still seem to just not want to behave. I'll tweak those ones listed and try give em proper treatment to not be included in kill count if they'd finally end up behaving.

So expect a hotfix very soon.



EDIT:

Released 98b
Download

Fixed black arachnotron not spawning
Hopefully fixed some killcount issues
nerfed blue baron a tiny bit
bowserknight
Posts: 95
Joined: Wed May 26, 2010 11:10 am

Re: [WIP]Colourful Hell 0.98b

Post by bowserknight »

I've messed around with the optional monsters a little and just noticed some things:


-the gray Cyberdemon, it seems like his landslide move never stops, is that intentional? It seems like you can sometimes interrupt it by hurting him but it feels very inconsistent.

-the gray Pain Elemental is insanely annoying, it doesn't take long and the entire room is filled with enemies. It's doable when you have cover, but in an open room it feels impossible to fight with all the worms, bees and spiders

-why do the fireblu Zombie and Pinky / Spectre look so pinkish?

-the names of the abyss enemies are a little inconsistent, sometimes you have to write a "2" at the end of their name, sometimes nothing. It's not a big deal tho, just wanted to point that out
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Hege Cactus
 
 
Posts: 373
Joined: Wed Feb 19, 2014 3:23 am

Re: [WIP]Colourful Hell 0.98b

Post by Hege Cactus »

bowserknight wrote:I've messed around with the optional monsters a little and just noticed some things:


-the gray Cyberdemon, it seems like his landslide move never stops, is that intentional? It seems like you can sometimes interrupt it by hurting him but it feels very inconsistent.

-the gray Pain Elemental is insanely annoying, it doesn't take long and the entire room is filled with enemies. It's doable when you have cover, but in an open room it feels impossible to fight with all the worms, bees and spiders

-why do the fireblu Zombie and Pinky / Spectre look so pinkish?

-the names of the abyss enemies are a little inconsistent, sometimes you have to write a "2" at the end of their name, sometimes nothing. It's not a big deal tho, just wanted to point that out
-It should stop eventually, it is random but it should not go too long, I will add a countdown to it when I get to 0.99
-The gray PE is annoying yeah, might nerf it
-They do?
-Probably could change em


Hotfix2; 98c
Download
Fixed brown arachnotron ignoring the spawn rules
bowserknight
Posts: 95
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Re: [WIP]Colourful Hell 0.98c

Post by bowserknight »

Oh never mind about the abyss names, it was my own fault. I accidently had them set to "less spawns" instead of "classic" so some of them didn't spawn.

Here is how the fireblue Demon and Zombie (on the right) look to me. Just wanted to know if it's supposed to look like this, I don't really mind it.



Also one thing I've been wondering about: On the brown Baron, what's the purpose of its one attack where it sends out this circle-shield or something? It barely does any damage and has no other effects on the player or the weapons, as it seems.

And something else I'd like to mention: the brown Archvile has this little bug, where its orbs fly into corners of a wall and just infinitely explode. It only stops when you get really close to the explosion.
gman829
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Re: [WIP]Colourful Hell 0.98c

Post by gman829 »

Hi Hege Cactus. I'm sorry for asking this again, but is there a way you can make a zip file containing each monster individually? The reason why I'm asking is because I'd like to use them in custom levels, and I'm sure others would too. A good place to share them would be on Realm667.
bowserknight
Posts: 95
Joined: Wed May 26, 2010 11:10 am

Re: [WIP]Colourful Hell 0.98c

Post by bowserknight »

The white Zombie has a bone-cyclone attack when he's fully powered up, that seems to stay stay infinitely even after he's killed. It will just bounce around the room with no end.
zitro1987
Posts: 18
Joined: Thu Oct 18, 2018 5:47 pm

Re: [WIP]Colourful Hell 0.98c

Post by zitro1987 »

Giving this a new try and I have to say there's a SERIOUS problem with chaingunners. All, including the 'common' or normal variant have been unnecessarily buffed in damage and it screws up level design by a high degree based on the presence of these units in open spaces. It is extremely frustrating to deal with attacks unable to be dodged dealing this amount of damage. Even the regular/normal variant now deals about as much damage as a spider mastermind or the purple arachnotron or even some low-tier boss type units. Of all original doom enemy types, why does it have to be the already-overpowered chaingunner to buff?

This is not an issue about the variants in comparison to the regular unit, they progress in a reasonable way, but when the template is 2X more damage than reasonableness, you end up with red chaingunners being more dangerous than even boss-types or high-tier, rare-variant creatures with avoidable attacks.

I'd recommend nerfing damage by 33-50% on all other non-boss variants to maintain the same difficulty progression among variants. Maybe 20-25% to orange as it can at least be dodged. Black and White is fine.



Other concerns are
*red zombieman has a VERY damaging hit-scan attack that is too far of an upgrade over orange. I recommend thinking about how quake 2 railgun-attacks from enemies aim, then wait a half second, and shoot where they aimed, allowing a player to dodge by strafing if they have quick reflexes. You need to reward player mobility, not default to unfair hitscan, let alone overly damaging hitscan (see chaingunner hell)
* orange female soldiers 'coughing' or 'clearing throat' noises are annoying to constantly hear, and not zombie-like at all.
Keldian
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Re: [WIP]Colourful Hell 0.98c

Post by Keldian »

Author, are there any plans to make something like this for Heretic, Hexen and/or Strife?
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Everlasting Maya
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Re: [WIP]Colourful Hell 0.98c

Post by Everlasting Maya »

Better very late than never.

So I used bowserknight's/OneDoomedAngelo's CH test map to create my own 64-monster CH infighting tournament, featuring almost every CH boss monster (except White Spectre & White PE) along with some other weaker enemies to fill in the remaining spots. Since there's currently no official White Mind or White Baron, I've replaced them with a version in the tournament that would basically what they would be like with no creativity whatsoever. *Almost as if they're from a CH ripoff*

Would've showcased this tournament sooner, but I'm lazy. More info can be found in the video description. The tournament also contains spoilers about CH's top tier beastiary, so if you haven't played CH before and don't want spoilers, then don't watch. There are a total of 63 different infighting rounds featuring 64 total monsters. There's no telling who could possibly win, right? They would have to had made the game to stand a chance. :3:
Spoiler:

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