ScoreDoom v1.99r3B
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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.
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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- Posts: 28
- Joined: Sun Aug 24, 2008 6:35 pm
Re: ScoreDoom v1.98
I'm having a problem with version 1.98r6, it is crashing whenever a particle effect is displayed with OpenGL rendering enabled. It does not crash with Software rendering enabled. I uploaded a crash report here:
http://dragonsbrethren.slickproductions ... Report.zip
Since no one else has posted about any issues it may just be a problem on my end but GZDoom and version 1.98r5 of ScoreDoom both display particles without crashing.
http://dragonsbrethren.slickproductions ... Report.zip
Since no one else has posted about any issues it may just be a problem on my end but GZDoom and version 1.98r5 of ScoreDoom both display particles without crashing.
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Re: ScoreDoom v1.98
Using Vista? I have had another complaint about particles and opengl on vista before, but when I tried on my friend's copy of vista, everything seemed fine with sprites & particles enabled. Hmmn, also nothing changed between r5 and r6 afaik rendering-wise, since all I have touched is game specific code.
Try setting the Blood Type to 'sprites & particles' instead of 'particles' etc..., basically whatever your zdoom ini is for r5. Maybe copy your r5 ini file over as well and see if you are still getting the problem in r6.
I dont have vista, so I'm not able to test, but I plan on getting it in the near future.
Try setting the Blood Type to 'sprites & particles' instead of 'particles' etc..., basically whatever your zdoom ini is for r5. Maybe copy your r5 ini file over as well and see if you are still getting the problem in r6.
I dont have vista, so I'm not able to test, but I plan on getting it in the near future.
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Re: ScoreDoom v1.98
Yeah, I'm using Vista. I figured out what is causing it, it's not the particles themselves but the particle style set in the OpenGL options. I was using smooth in r5 and square in r6, if I set r5 to square it also crashes and r6 works fine with smooth and round. Square particles are working fine for me in GZDoom 1.1.04 and a fairly recent SVN build I downloaded to try the Wolfenstein TC, if that's any help in determining what the problem is.
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Re: ScoreDoom v1.98
ah, thanks. Enjay mentioned something like this before. Will look into a fix for square particles.
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Re: ScoreDoom v1.98r7 (Hexen/HUB Support Added)
1.98 release 7 is out. In terms of effort and functionality, it is a major release. Scoredoom now has support for Hexen and Zdoom Hub wads like Hell Factory as well as other minor fixes. The r7 add-on-pack has several new monsters.
download from http://www.scoredoom.com
download from http://www.scoredoom.com
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- Joined: Wed Jul 30, 2008 4:45 pm
- Location: Hell, 9th level.
Re: ScoreDoom v1.98r7 (Hexen/HUB Support Added)
Awesome, A new version. Hey, I found a weird bug with this game, I don't know what causes it, my computer isn't the best ever, but occasionally, after five levels or so, if I attempt to use the supershotgun, there's a split second of lag, but it's just hidieous to see, and it essentially ruins my favorite weapon. 
I don't know how to explain it, bu it just randomly just lags only on the SSG, and I can't figure it out...
Edit: Hexen is broken. You start with no weapon or anything, and have to add it using the console. You might want to look into that. Plus, it gives me the Heretic messages for skill select. No class or anything. You really might want to look into that. Just saying, now going to go test Doom and attempt to not lag the SSG.

I don't know how to explain it, bu it just randomly just lags only on the SSG, and I can't figure it out...
Edit: Hexen is broken. You start with no weapon or anything, and have to add it using the console. You might want to look into that. Plus, it gives me the Heretic messages for skill select. No class or anything. You really might want to look into that. Just saying, now going to go test Doom and attempt to not lag the SSG.
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- Joined: Sun Jul 22, 2007 6:40 pm
Re: ScoreDoom v1.98r7 (Hexen/HUB Support Added)
Hmmn, someone else with an old PC complained about this as well. Does this happen with earlier versions of scoredoom?DavidB1000 wrote:Awesome, A new version. Hey, I found a weird bug with this game, I don't know what causes it, my computer isn't the best ever, but occasionally, after five levels or so, if I attempt to use the supershotgun, there's a split second of lag, but it's just hidieous to see, and it essentially ruins my favorite weapon.
I don't know how to explain it, bu it just randomly just lags only on the SSG, and I can't figure it out...
If not, could you tell me which version you first noted it on. Also does it happen when not using custom content?
My next version is going to be a maintenance release which will finally clean up the code, and fix the square particle bug and probably get on the latest version of gzdoom. I need to move some of the code, which I'm using for calculations, out of the HUD display part of the engine, which gets called every tic. But it's odd that you are encountering this after 5 levels or so. Once it happens, does it keep happening? If you save the game, restart gzscoredoom and reload at the same point, does it still keep happening? Feel free to PM if you want with the details. Thanks for the feedback.
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- Location: Hell, 9th level.
Re: ScoreDoom v1.98r7 (Hexen/HUB Support Added)
Oh, yes it happens it earlier versions, and I will give it a test later on tonight, I've got the supershotgun in TNT now, and I'll be killing things with it to test.
Also, BFGNazis, I'm laughing at you now...
Also, I found Despiral from Heretic as a Hellnight replacement! In level 2 of TNT, there's a door and when you open it, surprise, two Hell Knights, or in this case, one hellknight and Despiral, and fifty seven million tiny blue flames from his attack.
No, really, a whole lot of tiny blue flames and he's Despiral, he should be a cyber-demon class replacement...
Also, BFGNazis, I'm laughing at you now...
Also, I found Despiral from Heretic as a Hellnight replacement! In level 2 of TNT, there's a door and when you open it, surprise, two Hell Knights, or in this case, one hellknight and Despiral, and fifty seven million tiny blue flames from his attack.

No, really, a whole lot of tiny blue flames and he's Despiral, he should be a cyber-demon class replacement...
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- Posts: 251
- Joined: Sun Jul 22, 2007 6:40 pm
Re: ScoreDoom v1.98r7 (Hexen/HUB Support Added)
heh. The BFG Zombie is meant to be taken with a little tongue in cheek. (The little gun that could.)DavidB1000 wrote:
Also, BFGNazis, I'm laughing at you now...
Also, I found Despiral from Heretic as a Hellnight replacement! In level 2 of TNT, there's a door and when you open it, surprise, two Hell Knights, or in this case, one hellknight and Despiral, and fifty seven million tiny blue flames from his attack.![]()
No, really, a whole lot of tiny blue flames and he's Despiral, he should be a cyber-demon class replacement...
I never played Heretic or Hexen properly, but the monster you are referring to is not really Despiral, I gather it is a custom monster based on Despiral, but not as powerful, and definitely not a cyber replacement in SD. I would say an archvile or baron replacement at the most. I can see it being a little overkill for a hellknight replacement though, even with 750 health. The custom monsters are not going to please everyone, since everyone has their own tastes, that's why I put them in an add-on pack. I have strived to make the gameplay challenging, but not too hard with the custom monsters, but obviously I need to play more myself, since someone sent me these pics:
"at second map, when a knight ghost started reviving hell knights:"

"later, at the archvile laberynth:"


Edit:
Thanks again. I had tunnel vision in getting SD to work with Hubs, so I *may* have overlooked other problems when running with Hexen. I'm at work atm, so can't test, but I'm wondering if your problems are due to having sd-monsters and sd-artifacts loaded. I would be surprised if this was due to a bug in the engine code.DavidB1000 wrote:
Edit: Hexen is broken. You start with no weapon or anything, and have to add it using the console. You might want to look into that. Plus, it gives me the Heretic messages for skill select. No class or anything. You really might want to look into that. Just saying, now going to go test Doom and attempt to not lag the SSG.
EDIT2: sd-artifacts and/or sd-artifacts are incompatible with Hexen, and probably Heretic, which is what is causing the problem. Just remove them, or rename the skins directory.
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- Location: Hell, 9th level.
Re: ScoreDoom v1.98r7 (Hexen/HUB Support Added)
AH, I wondered if that was the cause, well, I blame you! Heheh, just kidding...
As for the uber-monsters. I'll keep my eye out for any issues, although there is a reason I play on God-Mode. Mostly to not be made dead by BFG nazis....
I'd also like to mention the big backpack that monsters occasionally drop doesn't double your imventory, like the normal backpack, if this is indended, maybe a small notation in the pickup message.
Also, what's with that weird white rotating ghost that replaces imps, sometimes it just randomly resurrects a monster and then is able to be killed....really weird monster...
Also, the plant monsters can become lag machines, and god are they annoying, espcecially their screaming sound effect...unless they're supposed to be shrieker mushroom patches...which don't even attack you...
As for the uber-monsters. I'll keep my eye out for any issues, although there is a reason I play on God-Mode. Mostly to not be made dead by BFG nazis....

I'd also like to mention the big backpack that monsters occasionally drop doesn't double your imventory, like the normal backpack, if this is indended, maybe a small notation in the pickup message.
Also, what's with that weird white rotating ghost that replaces imps, sometimes it just randomly resurrects a monster and then is able to be killed....really weird monster...
Also, the plant monsters can become lag machines, and god are they annoying, espcecially their screaming sound effect...unless they're supposed to be shrieker mushroom patches...which don't even attack you...
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- Posts: 251
- Joined: Sun Jul 22, 2007 6:40 pm
Re: ScoreDoom v1.98r7 (Hexen/HUB Support Added)
The SSG zombies make me wet my paints more than anything, since their reaction time is similar to a regular sergeant and they have very high health relative to sergeants. BFG Zombies tend to take a little more time, and have the same health as soldiers.DavidB1000 wrote: As for the uber-monsters. I'll keep my eye out for any issues, although there is a reason I play on God-Mode. Mostly to not be made dead by BFG nazis....![]()
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Re: ScoreDoom v1.98r7b
***EDIT:The original 1.98r7b add-on pack had problems with the death animations of a few of the monsters. This has
been fixed. Just re-download for the fixed version.***
Updated to 1.98 release 7b. This release is meant for players who use the SD custom monsters wad.
Before taking a hiatus, I decided to give support for custom Bosses for the standard Boss levels. Previously only the default Bosses with Doom & DoomII were allowed on these types of levels. The ScoreDoom 1.98r7bADDONPACK (sd-monsters1.7.wad) is required also.
Furthermore, this version also fully supports zdoom 'specialactions' lmp boss levels by not replacing 'Boss' type monsters, which the wad author has specially defined. Levels with 'behavior' (acs) lmps are also fully supported, since SD will not replace any monsters for these levels. ACS can utilize Thing IDs to reference entities, which SD custom monster replacements cannot fully support.
download from http://www.scoredoom.com
This will probably be my last release for quite some time. The next version will be a maintenance & code cleanup release to optimize the performance for players with slower computers. If your computer is old, its probably not worth playing with the add-on pack, regardless.
oh yeah, and I made some changes to how the custom monsters are arranged, which will hopefully reduce the killing fields
been fixed. Just re-download for the fixed version.***
Updated to 1.98 release 7b. This release is meant for players who use the SD custom monsters wad.
Before taking a hiatus, I decided to give support for custom Bosses for the standard Boss levels. Previously only the default Bosses with Doom & DoomII were allowed on these types of levels. The ScoreDoom 1.98r7bADDONPACK (sd-monsters1.7.wad) is required also.
Furthermore, this version also fully supports zdoom 'specialactions' lmp boss levels by not replacing 'Boss' type monsters, which the wad author has specially defined. Levels with 'behavior' (acs) lmps are also fully supported, since SD will not replace any monsters for these levels. ACS can utilize Thing IDs to reference entities, which SD custom monster replacements cannot fully support.
download from http://www.scoredoom.com
This will probably be my last release for quite some time. The next version will be a maintenance & code cleanup release to optimize the performance for players with slower computers. If your computer is old, its probably not worth playing with the add-on pack, regardless.
oh yeah, and I made some changes to how the custom monsters are arranged, which will hopefully reduce the killing fields

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- Posts: 251
- Joined: Sun Jul 22, 2007 6:40 pm
Re: ScoreDoom v1.98r7d
Updated to 1.98 Release 7d.
As usual, spoke too soon, I forgot to put in a major bug fix for SP, whereby the random counter for random item spawning got out of synch for loaded saved-games vs playing right through. Release 7d has the fix, fully compatible with the release 7c add-on packs.
grab here: http://www.scoredoom.com
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Updated to 1.98 Release 7c.
can be grabbed here: http://www.scoredoom.com
Changes:
A bug fix for the scoring code, whereby the points for damage metted to monsters could be greater than the total health
of the monster (surprised I didnt catch this much earlier).
IMO, A vast improvement with the gameplay & gameplay difficulty when custom monsters are used from the sdmonsters addon-pack:
1. Player starting health and max health is now 200.
2. Monsters will regularly drop bonus health packs and armor when killed.
3. Some custom monsters behaviours are improved and tweaked (the Possessed Commander for instance)
4. A few more new monsters added.
5. Monster distributions are tweaked for more variety and for (hopefully) better gameplay
Probably my last update for the foreseeable future, due to time constraints and other interests on the horizon. I'm happy with leaving the mod in its current state, since its tweaked to how I like playing. I originally planned to rewrite some of the code so that much older computers wouldn't experience occasional slowdown, but that's probably not going to happen.
Thank you to all the folks here, who have made my favorite game more fun.
As usual, spoke too soon, I forgot to put in a major bug fix for SP, whereby the random counter for random item spawning got out of synch for loaded saved-games vs playing right through. Release 7d has the fix, fully compatible with the release 7c add-on packs.
grab here: http://www.scoredoom.com
------
Updated to 1.98 Release 7c.
can be grabbed here: http://www.scoredoom.com
Changes:
A bug fix for the scoring code, whereby the points for damage metted to monsters could be greater than the total health
of the monster (surprised I didnt catch this much earlier).
IMO, A vast improvement with the gameplay & gameplay difficulty when custom monsters are used from the sdmonsters addon-pack:
1. Player starting health and max health is now 200.
2. Monsters will regularly drop bonus health packs and armor when killed.
3. Some custom monsters behaviours are improved and tweaked (the Possessed Commander for instance)
4. A few more new monsters added.
5. Monster distributions are tweaked for more variety and for (hopefully) better gameplay
Probably my last update for the foreseeable future, due to time constraints and other interests on the horizon. I'm happy with leaving the mod in its current state, since its tweaked to how I like playing. I originally planned to rewrite some of the code so that much older computers wouldn't experience occasional slowdown, but that's probably not going to happen.
Thank you to all the folks here, who have made my favorite game more fun.

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- Posts: 710
- Joined: Wed Jul 30, 2008 4:45 pm
- Location: Hell, 9th level.
Re: ScoreDoom v1.98r7d
Looks good, I'll go check it out soon. Hey, with a new computer, the Supershotgun won't lag any more. I hope.
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- Posts: 251
- Joined: Sun Jul 22, 2007 6:40 pm
Re: ScoreDoom v1.98r7d
Haha, with a new computer, probably not.
There is a bug in 1.97d with artifact spawning, which got added due to my other fix, which I'm working on. Hope to get it fixed tomorrow.
There is a bug in 1.97d with artifact spawning, which got added due to my other fix, which I'm working on. Hope to get it fixed tomorrow.