(CH+) Colourful Hell Plus! Pre-release 4 (Woah!)

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Everlasting Maya
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Re: (CH+) Colourful Hell Plus! Pre-release 3.0.1 (YAY!)

Post by Everlasting Maya »

Well I'm gonna release another quick update for Explosive Tier. Some final bug fixes that went under the radar.
Spoiler:
Link to Explosive Tier Add-on (Version 3) (4.7 MB): https://www.mediafire.com/file/l53iy1f1 ... 3.pk3/file
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Everlasting Maya
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Re: (CH+) Colourful Hell Plus! Pre-release 3.0.1 (YAY!)

Post by Everlasting Maya »

New explosive tier update to fix mancubi, arachnos, barons, cybies and masterminds to work on Dead Simple's and M8's.

Oh and explosive demon/spectre also has slightly larger radius damage, but not as much as before.

This should hopefully FINALLY be the last update.

Link to Explosive Tier Add-on (Version 4) (4.7 MB): https://www.mediafire.com/file/sk43jb70 ... 4.pk3/file
Loki Shade
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Re: (CH+) Colourful Hell Plus! Pre-release 3.0.1 (YAY!)

Post by Loki Shade »

Nice.
Don't worry about the version being final; anything you want to change in the future I think you should do so.
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Everlasting Maya
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Re: (CH+) Colourful Hell Plus! Pre-release 3.0.1 (YAY!)

Post by Everlasting Maya »

Woohoo new explosive tier update! I know this forum for a while has been about Explosive Tier, but trust me I'm still working on CH+ R4, it's just taking a long time with so much miscellaneous shenanigans I've been slogging through, mostly fixing the icons above enemies heads which requires manually editing nearly 4000 enemies individually. Expect CH+ R4 to be January/February 2025 or so for now.

Changelog for Explosive tier v5
Spoiler:
Apparantly the Explosive archvile particles are still bugged somehow. I'll give a 100 million dollar bounty to anyone who can find out why.

Link to Explosive Tier Add-on (Version 5) (4.7 MB): https://www.mediafire.com/file/eq9cut5h ... 5.pk3/file
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Everlasting Maya
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Re: (CH+) Colourful Hell Plus! Pre-release 4 (Woah!)

Post by Everlasting Maya »

Here we go kiddies, I'm finally going to release R4 today, so jump for joy and shout "Wahoo!".

Explosive tier has finally made it's way into the mod, so now you can experience these guys in their multi-tiered terror! Additionally, there is now an explosive secondary tier.
Explosive Secondary Tier Mechanic:
Spoiler:
Screenshot:
Spoiler:
Here is a list of all the new EX bosses that have been added since the last update. I was planning on adding 6, but a combo of burnout and lack of inspiration only made me make 4. However, the next update will hopefully feature 7 EX bosses to make up for that, followed by the remaining 7 in another future update.
Spoiler:
Speaking of bosses, the CH 1.02 White Mastermind is here, so if you don't like the CH+ White Mastermind (which I'm not sure why you wouldn't), then there is an option to spawn the CH 1.02 White Mastermind instead, all with secondary tier implementation.

Some additional features that have been added in this update include an "Advanced Spawn Control" menu page that allows you to set the probabilities for each of the 16 primary and secondary tiers instead of each individual combination. This way, the primary and secondary probabilities you set will multiply together to form each individual combo, which will make it more convenient to customize what spawns you want to have, though if you still want to disable any specific combo, that can always be done in the normal custom spawns menu. ***WARNING***, it's a little finnicky how it works, so you'll have to click a spawn preset multiple times to have it be applied. When using advanced spawn control, you'll also need to click the "Update Spawn Table" button to have it be applied.

There also may or may not be a new progression system implemented in the mod. There are 20 levels of difficulty to choose from, from tame and casual to absolute nightmare fuel. These levels do not apply automatically in game like in CF/God Complex however, and will have to be selected manually. The spawns will update when you move on to the next map, regardless of pistol start or continuous play. Did you get a really good weapon? Select the "Level 9" spawn preset while currently on "Level 7". Going on level at a time will have subtle, unnoticible differences, but going up 2-3 levels at once will be a clear difference.

Lastly, if you think this mod isn't insane enough, there is now 4 different options for monster resurrections. Archviles, Cyberdemons, Spider Masterminds, enemies with over 2000 HP, and most bosses can now be resurrected with these options. But beware, you might run into very impossible situations. When a boss gets resurrected, you will be notified.


Change Log
Spoiler:
Download

Link to CHP V4 (43.1 MB) : https://www.mediafire.com/file/m6st2jkh ... 4.zip/file
Link to CHP Sound Pack for V4 (270 MB) : https://www.mediafire.com/file/har0o09j ... x.pk3/file

Included with the mod is also now a file that you should probably load if you're not using DoomRL or LTG. It prevents a HUGE list of unknown actor drops from showing up upon loading the mod, so it'll make the mod load faster and smoother. But if you are using DoomRL or LTG, then don't load it because it'll mess things up.

I've been pretty burnt out recently, which is why this update took so long to release. I don't know when I'll be back to work on R5, but it'll happen with time. Oh, and there are now 4,224 enemies that can spawn naturally in this mod. That's all I have to say, enjoy the mod.
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Everlasting Maya
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Re: (CH+) Colourful Hell Plus! Pre-release 4 (Woah!)

Post by Everlasting Maya »

Alright kiddies, I have crafted a new CH addon that expands on the Explosive tier addon called Dewzan's Generic CH Addon. This addon includes all of explosive tier, the 10 CH+ exclusive EX bosses, as well as a few other CH+ exclusive enemies, so basically every original enemy that I've made for CH+ without any of the secondary tiers. It is my generic CH addon, so enjoy.

Link to Dewzan's Generic CH Addon (12.6 MB) : https://www.mediafire.com/file/rxppbyci ... n.pk3/file
Loki Shade
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Re: (CH+) Colourful Hell Plus! Pre-release 4 (Woah!)

Post by Loki Shade »

Yay! Great stuff :)
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Everlasting Maya
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Re: (CH+) Colourful Hell Plus! Pre-release 4 (Woah!)

Post by Everlasting Maya »

Quick update to Dewzan's Generic CH Addon that includes randomized options for enemies.

Link to Dewzan's Generic CH Addon v1.0.1 (12.6 MB) : https://www.mediafire.com/file/f95iw2f6 ... 1.pk3/file
TristanH
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Re: (CH+) Colourful Hell Plus! Pre-release 4 (Woah!)

Post by TristanH »

I love this mod. The feature I found the most interesting is the letters that drop from Black and White monsters, and depending on their secondary color the letter will also have that color, Example: Red X dropped from Red Benellus, Devil of Shotguns. However, they don't do anything. I certainly hope they'll become useful items in the next update.
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Everlasting Maya
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Re: (CH+) Colourful Hell Plus! Pre-release 4 (Woah!)

Post by Everlasting Maya »

TristanH wrote: Sat Mar 15, 2025 12:21 pm I love this mod. The feature I found the most interesting is the letters that drop from Black and White monsters, and depending on their secondary color the letter will also have that color, Example: Red X dropped from Red Benellus, Devil of Shotguns. However, they don't do anything. I certainly hope they'll become useful items in the next update.
Glad you love the mod <3. I don't plan on making the letters do anything, they were always meant to be hidden collectibles in a way. I have no idea how to track what the player has gotten across all global play sessions, so it's something that the player can track manually if they choose.
TristanH
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Re: (CH+) Colourful Hell Plus! Pre-release 4 (Woah!)

Post by TristanH »

Everlasting Maya wrote: Sat Mar 15, 2025 3:19 pm
TristanH wrote: Sat Mar 15, 2025 12:21 pm I love this mod. The feature I found the most interesting is the letters that drop from Black and White monsters, and depending on their secondary color the letter will also have that color, Example: Red X dropped from Red Benellus, Devil of Shotguns. However, they don't do anything. I certainly hope they'll become useful items in the next update.
Glad you love the mod <3. I don't plan on making the letters do anything, they were always meant to be hidden collectibles in a way. I have no idea how to track what the player has gotten across all global play sessions, so it's something that the player can track manually if they choose.
Okay, thanks for the reminder. I'm looking forward for the next update.
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Re: (CH+) Colourful Hell Plus! Pre-release 4 (Woah!)

Post by Everlasting Maya »

Quick update to Maya's Generic CH Addon that adds an option to make common enemies behave like their vanilla variants, so things like two revenant missiles and cyberdemon's melee attack can be disabled. Things may not work as intended on levels with boss death actions though, I still need to get to that.

Link to Maya's Generic CH Addon v1.0.2 (12.6 MB) : https://www.mediafire.com/file/nbe9pjwn ... 2.pk3/file
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Re: (CH+) Colourful Hell Plus! Pre-release 4 (Woah!)

Post by DoomThing445 »

I ran just Colourful Hell 1.04 and CHP4 together and there are 38 errors
I'm using the latest version of GZDoom btw
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Re: (CH+) Colourful Hell Plus! Pre-release 4 (Woah!)

Post by Everlasting Maya »

DoomThing445 wrote: Thu Oct 02, 2025 8:22 am I ran just Colourful Hell 1.04 and CHP4 together and there are 38 errors
I'm using the latest version of GZDoom btw
Oh, that's weird. Are you sure you're using the correct load order? Can you tell me what some of the errors say?
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Re: (CH+) Colourful Hell Plus! Pre-release 4 (Woah!)

Post by DoomThing445 »

I ran Colourful Hell 1.04 first, and then CHP4 in GZDoom 4.14.2

Here's the log

Log started: 2025-10-02 07:44:15
GZDoom version g4.14.2
W_Init: Init WADfiles.
adding /home/john/Documents/ZDL/Engines/GZDoom 4.14.2/gzdoom.pk3, 692 lumps
adding /home/john/Documents/ZDL/Engines/GZDoom 4.14.2/game_support.pk3, 3308 lumps
adding /home/john/Documents/ZDL/iWADS/doom_complete.pk3, 3244 lumps
adding /home/john/Documents/ZDL/Engines/GZDoom 4.14.2/game_widescreen_gfx.pk3, 214 lumps
adding /home/john/Documents/ZDL/mods/Monsters/Colourful Hell/cful_hell_plus_R4.zip, 2 lumps
adding /home/john/Documents/ZDL/mods/Monsters/Colourful Hell/cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad, 1 lumps
adding ./gzdoom, 1 lumps
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device Family 17h (Models 00h-0fh) HD Audio Controller Analog Stereo
EFX enabled
Using video driver x11
Number of detected displays 1 .
Creating window [1870x1048] on adapter 0
Vulkan device: AMD Radeon RX 580 2048SP (RADV POLARIS10)
Vulkan device type: discrete gpu
Vulkan version: 1.4.305 (api) 25.0.7 (driver)
Vulkan extensions: VK_KHR_8bit_storage VK_KHR_16bit_storage VK_KHR_bind_memory2 VK_KHR_buffer_device_address VK_KHR_calibrated_timestamps VK_KHR_compute_shader_derivatives VK_KHR_copy_commands2 VK_KHR_create_renderpass2 VK_KHR_dedicated_allocation VK_KHR_deferred_host_operations VK_KHR_depth_clamp_zero_one VK_KHR_depth_stencil_resolve VK_KHR_descriptor_update_template VK_KHR_device_group VK_KHR_draw_indirect_count VK_KHR_driver_properties VK_KHR_dynamic_rendering VK_KHR_dynamic_rendering_local_read VK_KHR_external_fence VK_KHR_external_fence_fd VK_KHR_external_memory VK_KHR_external_memory_fd VK_KHR_external_semaphore VK_KHR_external_semaphore_fd VK_KHR_format_feature_flags2 VK_KHR_get_memory_requirements2 VK_KHR_global_priority VK_KHR_image_format_list VK_KHR_imageless_framebuffer VK_KHR_incremental_present VK_KHR_index_type_uint8 VK_KHR_line_rasterization VK_KHR_load_store_op_none VK_KHR_maintenance1 VK_KHR_maintenance2 VK_KHR_maintenance3 VK_KHR_maintenance4 VK_KHR_maintenance5 VK_KHR_maintenance6 VK_KHR_maintenance7 VK_KHR_maintenance8 VK_KHR_map_memory2 VK_KHR_multiview VK_KHR_pipeline_binary VK_KHR_pipeline_executable_properties VK_KHR_pipeline_library VK_KHR_present_id VK_KHR_present_wait VK_KHR_push_descriptor VK_KHR_relaxed_block_layout VK_KHR_sampler_mirror_clamp_to_edge VK_KHR_sampler_ycbcr_conversion VK_KHR_separate_depth_stencil_layouts VK_KHR_shader_atomic_int64 VK_KHR_shader_clock VK_KHR_shader_draw_parameters VK_KHR_shader_expect_assume VK_KHR_shader_float16_int8 VK_KHR_shader_float_controls VK_KHR_shader_float_controls2 VK_KHR_shader_integer_dot_product VK_KHR_shader_maximal_reconvergence VK_KHR_shader_non_semantic_info VK_KHR_shader_quad_control VK_KHR_shader_relaxed_extended_instruction VK_KHR_shader_subgroup_extended_types VK_KHR_shader_subgroup_rotate VK_KHR_shader_subgroup_uniform_control_flow VK_KHR_shader_terminate_invocation VK_KHR_spirv_1_4 VK_KHR_storage_buffer_storage_class VK_KHR_swapchain VK_KHR_swapchain_mutable_format VK_KHR_synchronization2 VK_KHR_timeline_semaphore VK_KHR_uniform_buffer_standard_layout VK_KHR_variable_pointers VK_KHR_vertex_attribute_divisor VK_KHR_vulkan_memory_model VK_KHR_workgroup_memory_explicit_layout VK_KHR_zero_initialize_workgroup_memory VK_EXT_4444_formats VK_EXT_attachment_feedback_loop_dynamic_state VK_EXT_attachment_feedback_loop_layout VK_EXT_buffer_device_address VK_EXT_calibrated_timestamps VK_EXT_color_write_enable VK_EXT_conditional_rendering VK_EXT_custom_border_color VK_EXT_depth_bias_control VK_EXT_depth_clamp_control VK_EXT_depth_clamp_zero_one VK_EXT_depth_clip_control VK_EXT_depth_clip_enable VK_EXT_depth_range_unrestricted VK_EXT_descriptor_buffer VK_EXT_descriptor_indexing VK_EXT_device_address_binding_report VK_EXT_device_fault VK_EXT_device_generated_commands VK_EXT_discard_rectangles VK_EXT_display_control VK_EXT_dynamic_rendering_unused_attachments VK_EXT_extended_dynamic_state VK_EXT_extended_dynamic_state2 VK_EXT_extended_dynamic_state3 VK_EXT_external_memory_acquire_unmodified VK_EXT_external_memory_dma_buf VK_EXT_external_memory_host VK_EXT_global_priority VK_EXT_global_priority_query VK_EXT_graphics_pipeline_library VK_EXT_host_query_reset VK_EXT_image_2d_view_of_3d VK_EXT_image_compression_control VK_EXT_image_robustness VK_EXT_image_view_min_lod VK_EXT_index_type_uint8 VK_EXT_inline_uniform_block VK_EXT_legacy_vertex_attributes VK_EXT_line_rasterization VK_EXT_load_store_op_none VK_EXT_map_memory_placed VK_EXT_memory_budget VK_EXT_memory_priority VK_EXT_multi_draw VK_EXT_mutable_descriptor_type VK_EXT_nested_command_buffer VK_EXT_non_seamless_cube_map VK_EXT_pci_bus_info VK_EXT_physical_device_drm VK_EXT_pipeline_creation_cache_control VK_EXT_pipeline_creation_feedback VK_EXT_pipeline_robustness VK_EXT_primitive_topology_list_restart VK_EXT_primitives_generated_query VK_EXT_private_data VK_EXT_provoking_vertex VK_EXT_queue_family_foreign VK_EXT_robustness2 VK_EXT_sample_locations VK_EXT_sampler_filter_minmax VK_EXT_scalar_block_layout VK_EXT_separate_stencil_usage VK_EXT_shader_atomic_float VK_EXT_shader_atomic_float2 VK_EXT_shader_demote_to_helper_invocation VK_EXT_shader_image_atomic_int64 VK_EXT_shader_module_identifier VK_EXT_shader_object VK_EXT_shader_replicated_composites VK_EXT_shader_stencil_export VK_EXT_shader_subgroup_ballot VK_EXT_shader_subgroup_vote VK_EXT_shader_viewport_index_layer VK_EXT_subgroup_size_control VK_EXT_swapchain_maintenance1 VK_EXT_texel_buffer_alignment VK_EXT_tooling_info VK_EXT_transform_feedback VK_EXT_vertex_attribute_divisor VK_EXT_vertex_input_dynamic_state VK_EXT_ycbcr_image_arrays VK_AMD_buffer_marker VK_AMD_device_coherent_memory VK_AMD_draw_indirect_count VK_AMD_gcn_shader VK_AMD_memory_overallocation_behavior VK_AMD_mixed_attachment_samples VK_AMD_rasterization_order VK_AMD_shader_ballot VK_AMD_shader_core_properties VK_AMD_shader_core_properties2 VK_AMD_shader_early_and_late_fragment_tests VK_AMD_shader_explicit_vertex_parameter VK_AMD_shader_fragment_mask VK_AMD_shader_image_load_store_lod VK_AMD_shader_trinary_minmax VK_AMD_texture_gather_bias_lod VK_GOOGLE_decorate_string VK_GOOGLE_hlsl_functionality1 VK_GOOGLE_user_type VK_INTEL_shader_integer_functions2 VK_NV_compute_shader_derivatives VK_VALVE_mutable_descriptor_type
Max. texture size: 16384
Max. uniform buffer range: -1
Min. uniform buffer offset alignment: 4
Resolution: 640 x 480
I_Init: Setting up machine state.
CPU Vendor ID: AuthenticAMD
Name: AMD Ryzen 7 1700X Eight-Core Processor
Family 23 (23), Model 1, Stepping 1
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 1:
Parent type 'Nothin' not found in RLLegendaryWeaponSpawner
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 2:
Parent type 'Nothin' not found in RLDemonicWeaponSpawner
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Parent type 'Nothin' not found in RareArmorPool
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Parent type 'Nothin' not found in RLSteelBeastPickup
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Parent type 'Nothin' not found in RLQuadShotgunPickup
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Parent type 'Nothin' not found in RLUniqueWeaponSpawner
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Parent type 'Nothin' not found in RLFragShotgunPickup
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Parent type 'Nothin' not found in RLUnmakerPickup
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Parent type 'Nothin' not found in RLDuelistArmorPickup
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Parent type 'Nothin' not found in SchoolGirlTG
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Parent type 'Nothin' not found in VoidOrb
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Parent type 'Nothin' not found in RLDeathsGazePickup
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Parent type 'Nothin' not found in RLNuclearArmorPickup
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 14:
Parent type 'Nothin' not found in RLMinigunPickup
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 15:
Parent type 'Nothin' not found in RLFireStormModItem
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 16:
Parent type 'Nothin' not found in RLLavaArmorPickup
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 17:
Parent type 'Nothin' not found in RLOModGothicArmorPickup
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 18:
Parent type 'Nothin' not found in BiggerThickerLonger
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 19:
Parent type 'Nothin' not found in FinallyFullyCovered
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 20:
Parent type 'Nothin' not found in RLXaserPowerArmorPickup
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 21:
Parent type 'Nothin' not found in RLOnyxModItem
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 22:
Parent type 'Nothin' not found in RLRevenantsLauncherPickup
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 23:
Parent type 'Nothin' not found in RLJackhammerPickup
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 24:
Parent type 'Nothin' not found in RLAssaultShotgunPickup
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 25:
Parent type 'Nothin' not found in RLGeosGoldenGauntletArmorPickup
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Parent type 'Nothin' not found in RLOverchargeSystemArmorPickup
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Parent type 'Nothin' not found in RLRoystensCommandArmorPickup
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Parent type 'Nothin' not found in RLBFG10KPickup
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Parent type 'Nothin' not found in RLMedicalPowerArmorPickup
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Parent type 'Nothin' not found in LewdLabCoat
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Parent type 'Nothin' not found in RLTorgueBlastplateArmorPickup
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 32:
Parent type 'Nothin' not found in RLSniperModItem
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 33:
Parent type 'Nothin' not found in RLNanoModItem
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 34:
Parent type 'Nothin' not found in RLBaronBlasterPickup
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 35:
Parent type 'Nothin' not found in RLPlasmaShieldArmorPickup
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 36:
Parent type 'Nothin' not found in RLDemonicCarapaceArmorPickup
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 37:
Parent type 'Nothin' not found in RLParticleBeamCannonPickup
Script error, "cful_hell_plus_R4.zip:cful_hell_plus_undefinedactors.wad:DECORATE" line 38:
Parent type 'Nothin' not found in RLPrototypeAssaultShieldArmorPickup

~~I posted this in the wrong place the first time~~
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