ScoreDoom Release (v1.9r5B)

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BilboHicks
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Post by BilboHicks »

jutegyte wrote:Crossposting my suggestions from Doomworld here, where it looks like discussion is more active:

This sounds great! Downloading right now. I've been hoping for a port that could randomize monsters and would also keep track of scoring in a more interesting manner.

Have you considered possibly including random weapon/item replacements as well? Or maybe incorporating the level generation from Oblige?

Maybe this doesn't gel with your plans, but I can't help but suggest it. With the in-depth scoring and monster randomization, it seems like a move towards Rogue-like depths. I can only encourage this.
Hope you like it :) Thanks for the encouragement too.

I haven't really considered random weapon replacements, or random item replacements. When the custom monsters wad is used, I am altering health & ammo pickup potency (to accomodate for stonger monsters), but thats about it. Certain custom monsters do drop larger weapons which can change the pace of the game.
I'll check out oblige (it looks like an enchanced slidge) cheers for the info.
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BilboHicks
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Re: ScoreDoom Release (v1.7)

Post by BilboHicks »

---------------------
Version 1.7 is done. I added bonuses for monster infighting & monster suicides.

from the readme:

Since monster deaths due to infighting and suicides are ultimately player assisted, there is a small bonus for these deaths too. In SP, it is equal to the kill bonus of the monster (10% of the original health). In Co-op, the current level points leader (not the total wad score leader on the HUD!) scores a bonus equal to the creature's kill bonus, whereas every other player scores a fraction of this depending on the ratio of their score for the level to the level points leader score. No player can get less than 1pt, and only the current level points leader should get the full bonus.

http://files.filefront.com/gzscoredoom1 ... einfo.html

------------------


***EDIT UPDATE:
I've uploaded an updated version of 1.6.
The Download links are updated with a 'fixed' version of v1.6
It has improved chain bonuses.***

Update: New version 1.6 is finished.

Changes in V1.6:
*custom monster distributions are now 100% static for SP (for a given wad configuration). So Hi Scores will now jive properly with Custom Monsters!* :-)
Chain Bonuses are toned down a little too, but they are still rewarding enough to go for. I think the new system is much better.
Also added a couple of new custom monsters & other minor fixes.

v1.6 download:
http://files.filefront.com/gzscoredoom1 ... einfo.html
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BilboHicks
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Re: ScoreDoom Release (v1.8)

Post by BilboHicks »

My 'final' release, v1.8 is done, more info & download here: http://www.doomworld.com/vb/showthread. ... post697708
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Matt
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Re: ScoreDoom Release (v1.8)

Post by Matt »

Download link's not working.
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BilboHicks
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Re: ScoreDoom Release (v1.8)

Post by BilboHicks »

I needed to re-upload since I forgot to include sdmonsters1.2.wad in the archive.

(So If you downloaded an archve w.o. sdmonsters1.2.wad included, try again.)

Here is a direct link:

http://files.filefront.com/gzscoredoom1 ... einfo.html
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Phucket
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Re: ScoreDoom Release (v1.8)

Post by Phucket »

Heh, I found something else you can do with the custom monsters. Pick a big open map, kill all the monsters, spawn a shit load of custom monsters, some friendly, and then watch them battle
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BilboHicks
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Re: ScoreDoom Release (v1.9r2)

Post by BilboHicks »

Decided to release v1.9 now merged with gzdoom 1.0.29. I've added a bunch of powerups to the mix.
download and more info here:
http://www.doomworld.com/vb/showthread. ... post698605

EDIT: emergency fix for v1.9 here:
http://files.filefront.com/gzscoredoom1 ... einfo.html (v1.9r2)

details here: http://www.doomworld.com/vb/showthread. ... post698747
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BilboHicks
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Re: ScoreDoom Release (v1.9r4)

Post by BilboHicks »

-------------------
EDIT: Updated to v1.9.r4

Changes in 1.9r4
****************
Artifacts still had problems with SP savegames, due to some behaviour I overlooked with the way I was using randomization. This has finally been fixed.

dl:
http://files.filefront.com/gzscoredoom1 ... einfo.html

src:
http://files.filefront.com/ScoreDoomv19 ... einfo.html
---------------------

Another 'small' release to fix some major bugs, v1.9.r3 here:
http://files.filefront.com/gzscoredoom1 ... einfo.html

It also has some new features and tweaks like a new artifact powerup.

Source code here:
http://files.filefront.com/ScoreDoomv19 ... einfo.html

This is hopefully my final release for a while.

changelog for v1.9.r3:

Changes in 1.9r3
****************
Major bug fix for par penalties not showing up for maps with SD par times between 10 and 20 minutes.
Artifacts now work properly with singleplayer save games. Previously the artifact randomization was
reset to the state at the beginning of the level when starting save games. Now it takes account of
monsters killed.
Improved artifact 'randomization'. The old way wasnt selective enough.
New artifact called Avatar, which gives God Mode for 30 seconds. It uses the old TimeFreezer graphics.
TimeFreezer now has it's own graphics.
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BilboHicks
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Re: ScoreDoom Release (v1.9r5)

Post by BilboHicks »

Updated to v1.9r5

Changes in 1.9r5
****************
New Artifacts: Points Porkelator, Precognition and Big Backpack. Points Piggy from the Points Porkelator replaces
the Points Bunny.
Several new custom monsters.
Barrels now score +5 points when exploded by a player.
BBA-16X.WAD for the Bloodbath announcer is now autoloaded in the 'skins' directory. I felt the
announcer's voice was too low with BBA.WAD, so this version has virtually every voice amplified.
The original BBA.WAD is included in the archive in case the voices are too loud :-)
Many other small tweaks to improve gameplay.

d.l.:
http://files.filefront.com/gzscoredoom1 ... einfo.html

src:
http://files.filefront.com/ScoreDoomv19 ... einfo.html
---------
EDIT: Updated to v1.9r5B

Contains a critical bug fix for when using artifacts.
Now in co-op, there is a 'POINTS DIFF' stat to show how far behind players are from the
points leader.
The documentation has been updated too.

D.L:
http://files.filefront.com/gzscoredoom1 ... einfo.html
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Skunk
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Re: ScoreDoom Release (v1.9r5B)

Post by Skunk »

I really liked this! I had a lot of fun with it.
You should contact the creator of Doom+ and see if he'll let you use his weapons monsters and items in it, cause then it'd be my favorite all time Doom mod!
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BilboHicks
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Re: ScoreDoom Release (v1.9r5B)

Post by BilboHicks »

Thanks for the feedback Skunk.
Glad you had fun with it.

Do you have a link for Doom+? Is this it: http://www.arsvcs.demon.co.uk/leisure/d ... mPlus.html ?
http://www.iconbar.com/articles/Review_ ... x1045.html ?
Last edited by BilboHicks on Wed Mar 05, 2008 6:10 pm, edited 1 time in total.
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Skunk
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Re: ScoreDoom Release (v1.9r5B)

Post by Skunk »

No... the one I speak of just randomizes some monsters and items like ScoreDoom does but also adds all new varients of the original weapons including a pull start chainsaw (that can take from one to I dunno how many pulls to start just like in real life), a double trigger double barrel, reloadable pistol, and the Unmaker.
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