Colourful Hell 1.02 now with zandro friendly version included
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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.
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Re: [WIP]Colourful Hell 1.00
Roster complete?
LET'S FUCKING GO!!!
LET'S FUCKING GO!!!
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Re: [WIP]Colourful Hell 1.00
After the new update, using this with Legendoom results in the other tiers of monsters not spawning at all, it's only common tier.
At first I thought this was an issue with Corruption Cards but that isn't the case. I loaded this up with ONLY Legendoom and without it to make extra sure it wasn't anything else causing the issue.
congrats on 1.0 btw <3
EDIT: nvm, I forgot to edit this but literally minutes after I posted this I found out the issue, disregard this lol.
At first I thought this was an issue with Corruption Cards but that isn't the case. I loaded this up with ONLY Legendoom and without it to make extra sure it wasn't anything else causing the issue.
congrats on 1.0 btw <3
EDIT: nvm, I forgot to edit this but literally minutes after I posted this I found out the issue, disregard this lol.
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Re: [WIP]Colourful Hell 1.00
Hi there, could you provide a link to ColourfulHell99b.pk3? That's the version the current Doom RPG SE compatibility patch uses and I don't have it :/
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Re: [WIP]Colourful Hell 1.00
I can give you my copy, though I can't remember if it's been edited slightly, so hopefully it should do.
https://www.mediafire.com/file/h3g0e3lj ... b.pk3/file
https://www.mediafire.com/file/h3g0e3lj ... b.pk3/file
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Re: [WIP]Colourful Hell 1.00
Thanks so much!
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Re: [WIP]Colourful Hell 1.00
(I'm the same person as "bowserknight")
Alright everybody, I think I'm finally done with the test map I keep talking about. I'd love to see everyone messing around in the Test Lab, or trying to beat the entire Gauntlet. I personally haven't been able to do so yet, but all the individual paths are doable. It's just tough to do all in one go. I made a thread about it on Doomworld:
https://www.doomworld.com/forum/topic/1 ... p-v2-done/
I'd post the link to the thread I made here in the ZDoom forums, but I can't get back into my old account, so I had to make a new one...
Alright everybody, I think I'm finally done with the test map I keep talking about. I'd love to see everyone messing around in the Test Lab, or trying to beat the entire Gauntlet. I personally haven't been able to do so yet, but all the individual paths are doable. It's just tough to do all in one go. I made a thread about it on Doomworld:
https://www.doomworld.com/forum/topic/1 ... p-v2-done/
I'd post the link to the thread I made here in the ZDoom forums, but I can't get back into my old account, so I had to make a new one...
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Re: Colourful Hell 1.00
"Doesn't" work with Samsara Reincarnation - you can play with it but killing doesn't count, so exp also is not counted... ![Sad :(](./images/smilies/icon_sad.gif)
![Sad :(](./images/smilies/icon_sad.gif)
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Re: Colourful Hell 1.00
Hi Cactus,
I'll bother you with some more things.
- Do you think it's better to make the grey lost soul move like a normal flying enemy? It's a neat idea it being stationary, but it fcks up in closets teleporters and also they can't be reached in small rooms with high ceillings, unless you're playing with mouselook.
- Also, there's something wrong with the fireblu PE's death animation I think, when he's killed it do not increase the kill count, making it impossible to have max kills when he spawns on a map. Also the lost souls he spawns on death tends to go inside walls quite frequently if they're to close to the walls.
Hoping still you keep working on this mod.
Cya.
I'll bother you with some more things.
- Do you think it's better to make the grey lost soul move like a normal flying enemy? It's a neat idea it being stationary, but it fcks up in closets teleporters and also they can't be reached in small rooms with high ceillings, unless you're playing with mouselook.
- Also, there's something wrong with the fireblu PE's death animation I think, when he's killed it do not increase the kill count, making it impossible to have max kills when he spawns on a map. Also the lost souls he spawns on death tends to go inside walls quite frequently if they're to close to the walls.
Hoping still you keep working on this mod.
Cya.
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Re: Colourful Hell 1.00
Thanks for the comments you all, glad to see this roster finish was well received
Some enemies are intentionally like that, some not. I tweaked a few of em this patch. I wanted to make white baron bit more of a player danger so I didnt give it infighting
Abyss demon and spectre being the same is intended, I dont have plans to make a different one for that since I figured the way it is now works fine.
Cyan demon and spectre actually have subtle difference they arent exactly same.
Well with bunch of bugs, oddities and such, I present you a patch;
CH 1.01
One bigger chance is that there is now a setting for cyan enemy bounciness
CH patch notes:
I thought the beeping just gave them a little lifeI've been playing around a lot with this mod on WADs I've completed in the past and I'd like to point out some things.
What's up with the beeping noises on cyan lost souls and cyan cyberdemons?
The white baron don't infight, and some other bosses and monsters too (like black imps and brown/gray cacodemons); is this intentional? The white baron and the black imp seems like good infight material.
I have noticed that the abyss demon and spectre spawns the same monster; same for cyan demon/spectre. Do you plan to make a cyan spectre and an abyss demon?
Some enemies are intentionally like that, some not. I tweaked a few of em this patch. I wanted to make white baron bit more of a player danger so I didnt give it infighting
Abyss demon and spectre being the same is intended, I dont have plans to make a different one for that since I figured the way it is now works fine.
Cyan demon and spectre actually have subtle difference they arent exactly same.
Unfortunantly I have no idea what might cause this."Doesn't" work with Samsara Reincarnation - you can play with it but killing doesn't count, so exp also is not counted...
Well with bunch of bugs, oddities and such, I present you a patch;
CH 1.01
One bigger chance is that there is now a setting for cyan enemy bounciness
CH patch notes:
Spoiler:
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Re: Colourful Hell 1.01 fix fix tweak tweak
For a future patch update, do you think you could address a certain issue where the "growing" mechanic when low-tier monsters get resurrected causes their old corpses to be left behind? Like if an imp gets turned into a green imp, the common imp corpse will be left behind. Then they can potentially "grow" infinitely, and essentially clone themselves into several green imps. (I think it's intended to disappear, but A_Die just makes it go to the standard Death state)
I think there's also several enemies that have hitboxes unaligned with where their sprite is. Mostly Black Lost soul, Red mastermind, and many of the enemies that use projectiles as sprites. Speaking of which, the shields that are used by Black Rev and White Cyber and such don't exactly block other attacks because of their sprite positioning relative to the hitbox. I think those are the most major bugs that I know of right now.
Oh one more thing, Yellow mancubi sounds and brown revenant sounds overlap each other. They are both defined as monster/inc___. Not sure how it's gone under the radar so far, but yeah.
I think there's also several enemies that have hitboxes unaligned with where their sprite is. Mostly Black Lost soul, Red mastermind, and many of the enemies that use projectiles as sprites. Speaking of which, the shields that are used by Black Rev and White Cyber and such don't exactly block other attacks because of their sprite positioning relative to the hitbox. I think those are the most major bugs that I know of right now.
Oh one more thing, Yellow mancubi sounds and brown revenant sounds overlap each other. They are both defined as monster/inc___. Not sure how it's gone under the radar so far, but yeah.
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Re: Colourful Hell 1.01 fix fix tweak tweak
Great! Very nice changes.
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Re: Colourful Hell 1.01 fix fix tweak tweak
nice changes of the lastest version as the time of the comment
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Re: Colourful Hell 1.01 fix fix tweak tweak
I was playing around with the summon console command and the "Less Spawns" setup for brown, cyan and abyss monsters and I found out some things.
The less spawn doesn't work for the following monsters (still summons the same every time):
- brown, cyan and abyss arachnotrons
It seems to not work as intended for the following (assuming the intended way was to randomize the monsters again):
- abyss arch: only orange arch as another option
- cyan mastermind: only gray mastermind as another option (if gray monsters are disabled, only summons orange mastermind)
- abyss imp: only blue imp as another option
- abyss pain elemental: only red PE as another option
- abyss mastermind: only red mastermind as another option
- abyss baron: only orange baron as another option
- abyss revenant: only orange revenant as another option
- abyss cybie: only orange cybie as another option
- The following only summon purple variant as another option:
. cyan cybie
. abyss zombie
. abyss shotgunner
. abyss chaingunner
. abyss lost soul
. abyss demon
. abyss cacodemon
. abyss hell knight
. abyss mancubus
Browns (apart from the arachnotron) all seem to "work fine" (randomizes).
By the way, I loved the option to make cyan monsters less bouncy. It was not my cup of tea.
PS.: Is the cyan archie supposed to have infinite range? I was testing some big maps with CH and he targeted me from another planet.
PS²: Seems like the red archie and all the "exotic" ones (abyss, brown, cyan, fireblu and gray) have infinite range. So I suppose it's intentional?
The less spawn doesn't work for the following monsters (still summons the same every time):
- brown, cyan and abyss arachnotrons
It seems to not work as intended for the following (assuming the intended way was to randomize the monsters again):
- abyss arch: only orange arch as another option
- cyan mastermind: only gray mastermind as another option (if gray monsters are disabled, only summons orange mastermind)
- abyss imp: only blue imp as another option
- abyss pain elemental: only red PE as another option
- abyss mastermind: only red mastermind as another option
- abyss baron: only orange baron as another option
- abyss revenant: only orange revenant as another option
- abyss cybie: only orange cybie as another option
- The following only summon purple variant as another option:
. cyan cybie
. abyss zombie
. abyss shotgunner
. abyss chaingunner
. abyss lost soul
. abyss demon
. abyss cacodemon
. abyss hell knight
. abyss mancubus
Browns (apart from the arachnotron) all seem to "work fine" (randomizes).
By the way, I loved the option to make cyan monsters less bouncy. It was not my cup of tea.
PS.: Is the cyan archie supposed to have infinite range? I was testing some big maps with CH and he targeted me from another planet.
PS²: Seems like the red archie and all the "exotic" ones (abyss, brown, cyan, fireblu and gray) have infinite range. So I suppose it's intentional?
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Re: Colourful Hell 1.01 now with zandro friendly version included
-I can try but I dont know how to exactly go with itFor a future patch update, do you think you could address a certain issue where the "growing" mechanic when low-tier monsters get resurrected causes their old corpses to be left behind? Like if an imp gets turned into a green imp, the common imp corpse will be left behind. Then they can potentially "grow" infinitely, and essentially clone themselves into several green imps. (I think it's intended to disappear, but A_Die just makes it go to the standard Death state)
I think there's also several enemies that have hitboxes unaligned with where their sprite is. Mostly Black Lost soul, Red mastermind, and many of the enemies that use projectiles as sprites. Speaking of which, the shields that are used by Black Rev and White Cyber and such don't exactly block other attacks because of their sprite positioning relative to the hitbox. I think those are the most major bugs that I know of right now.
one more thing, Yellow mancubi sounds and brown revenant sounds overlap each other. They are both defined as monster/inc___. Not sure how it's gone under the radar so far, but yeah.
-Hit boxes are a real pain, I can try look into that aswell.
-Oh, I need to look into this one.
Lot of the spawning is outdated code where I used place holders for spawn weights. I need to re code that.I was playing around with the summon console command and the "Less Spawns" setup for brown, cyan and abyss monsters and I found out some things.
The less spawn doesn't work for the following monsters (still summons the same every time):
- brown, cyan and abyss arachnotrons
It seems to not work as intended for the following (assuming the intended way was to randomize the monsters again):
- abyss arch: only orange arch as another option
- cyan mastermind: only gray mastermind as another option (if gray monsters are disabled, only summons orange mastermind)
- abyss imp: only blue imp as another option
- abyss pain elemental: only red PE as another option
- abyss mastermind: only red mastermind as another option
- abyss baron: only orange baron as another option
- abyss revenant: only orange revenant as another option
- abyss cybie: only orange cybie as another option
- The following only summon purple variant as another option:
. cyan cybie
. abyss zombie
. abyss shotgunner
. abyss chaingunner
. abyss lost soul
. abyss demon
. abyss cacodemon
. abyss hell knight
. abyss mancubus
Browns (apart from the arachnotron) all seem to "work fine" (randomizes).
By the way, I loved the option to make cyan monsters less bouncy. It was not my cup of tea.
PS.: Is the cyan archie supposed to have infinite range? I was testing some big maps with CH and he targeted me from another planet.
PS²: Seems like the red archie and all the "exotic" ones (abyss, brown, cyan, fireblu and gray) have infinite range. So I suppose it's intentional?
Dont know about the archie infinite range thing. It's more of an accidental thing.
In other news
Dewzan made a zandronum friendly version and I'd like to share it around:
Download
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Re: Colourful Hell 1.01 now with zandro friendly version included
Can you add an option to make colourful enemies health be the same as vanilla ones, or at least make it adjustable?
Having a shitton of variants with different abilities is cool and all, but when a white variant spawns in a tight space and there's not enough ammo on the entire level to take him out... That's some "Complex Doom" level of bull.
Having a shitton of variants with different abilities is cool and all, but when a white variant spawns in a tight space and there's not enough ammo on the entire level to take him out... That's some "Complex Doom" level of bull.