ZDoom Wars (Thread now inactive. Check the Blog and Forum)

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Locked
User avatar
WhoDaMan
Posts: 21
Joined: Mon Mar 09, 2009 10:38 am

Re: ZDoom Wars (Public Beta 1.5)

Post by WhoDaMan »

GRR Screw this wad for now. sorry its epic and alot of fun if u can actually join a server, but restarting my computer 4 or 5 times before finally being able to enter one is to damn frustrating. I really like this wad so please try to fix this freeze bug ASAP.

BTW i would have said this on the skulltag forums but I can't cause im in purgetory.
Th0r
Posts: 4
Joined: Sat Nov 04, 2006 4:23 pm

Re: ZDoom Wars (Public Beta 1.5)

Post by Th0r »

I love this wad! 8/10!
killerdee
Posts: 11
Joined: Fri Jul 10, 2009 10:54 pm

Re: ZDoom Wars (Public Beta 1.5)

Post by killerdee »

Yea awesome mod but its just not working for me. I cant join servers because it says my wads dont match the servers even though i have the SAME EXACT wads
User avatar
Captain Ventris
Posts: 4609
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: ZDoom Wars (Public Beta 1.6)

Post by Captain Ventris »

New version!

Overall:
-Implemented more sophisticated Map-Clearing code by Banjoster.
-Fixed flying monster Crash State bugs.
-Added in fixed mana-regen scripts by Banjoster.
-Added bullet puffs to all hitscan attacks.
-Made Hitscan monsters more inaccurate - I had been screwing up with Strife monsters before!
-Some Spawn projectiles never disappeared completely before (those of Doom, Virus, and the Flembomination).
-Updated manuals and packaged them with the main files.

Doom:
-Doom Tech Tree adjusted.
-Pinky Demon price decreased.
-spectre Price decreased.
-Cacodemon price decreased.
-Chaingunner price decreased.
-Hellknight price decreased.
-Baron of Hell price decreased.
-Spider Mastermind firepower slightly buffed.
-Fixed a bug with unlocking Barons of Hell.
-Buffed Pain Elemental.
-Fixed Pain Elemental Upgrade.

Heretic:
-D'Sparil buffed.

Hexen:
-Traductus, Menelkir, and Zedek price increased.
-Menelkir projectile homes in less effectively now.
-Zedek speed increased, projectile buffed.
-Hexen Super Units Buffed.

Strife:
-Nerfed Templar attack.
-Attempted to fix Stalker invulnerability bug.
-Inquisitor no longer inherits or flies. It should behave better now.
-Inquisitor attacks adjusted to new format by being nerfed.
-Inquisitor's price increased.
-Sentinels changed from A_SentinelRefire to A_CposRefire.
-Alien Spectre and Entity attacks buffed.
-Stalker price decreased.
-Improved the chance of spawning the stronger of the two Spectre A's.

CQ:
-Armored Bipedicus cost reduced.
-Cyclops Flemoid cost reduced.
-Quadrumpus cost reduced.
-Stridicus cost reduced.
-Flem Mine cost reduced.
-Common Flemoid damage increased.
-Bipedal Flemoid attack sped up.
-Cyclops Flemoid attack sped up.
-Fixed gibbed Common Flemoids not going away.
-Bipedicus and Larva sped up.
-Flem Meteor price increased.
-Flem Meteors nerfed.
-Fixed a bug in which one branch of the CQ tech tree wouldn't unlock Stridicus.
-Sped up most of CQ's projectiles.
-Flem Spore health decreased to 25.
-Flembrane Pain chance decreased.
-Stridicus Buffed.

Virus:
-Fixed a bug by which the Felix would resurrect.
-Increased the accuracy of the Air Carrier's flying death engines.
-Virus Player nerfed and slowed down.
-Prism Shards removed.
User avatar
Remmirath
Posts: 2562
Joined: Sun Dec 23, 2007 3:53 am
Graphics Processor: nVidia with Vulkan support
Location: My house
Contact:

Re: ZDoom Wars (Public Beta 1.6)

Post by Remmirath »

Uploaded here to my personal folder on Mediafire: http://www.mediafire.com/download.php?ndy53jaeztt
User avatar
Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London
Contact:

Re: ZDoom Wars (Public Beta 1.6)

Post by Phobus »

The fix list is long, which is promising. Thanks for your time and effort :)
User avatar
Ethril
Posts: 2677
Joined: Sun Nov 16, 2008 2:59 am
Location: with you in the dark

Re: ZDoom Wars (Public Beta 1.6)

Post by Ethril »

I was going to type up a HUEG LIKE XBOXPS3 post voicing a complaint about the "private debugging server", but I decided to draw a picture instead.
Spoiler:
The only option most of us have had is to try and play it on a server hosted in Brazil. Yeah, right.
"Why not host it yourself, then", you say? Because my upload speed is horrendous, which apparently doesn't work out very well with client/server connections like Skulltag's. At least, not for the "server" role.

And yes, I know it's not technically Ventris's server and therefore it isn't actually his fault, but whatever. I just needed to get this off my chest.
Honestly, I can wait as long as it takes, but I figured I'd say something now.

tl;dr I think the NODE-3 server should be open except during times when closed testing is actually necessary, such as narrowing down the cause for a crash or something.
User avatar
Captain Ventris
Posts: 4609
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: ZDoom Wars (Public Beta 1.7)

Post by Captain Ventris »

New version released!

Changelog:

Overall:
-Added in Toggle-able Tech Tree code by Gorpus Morpus. You'll have to rebind your tech tree button.
-Global upgrades remove themselves from the player's inventory upon use.
-Manuals further revamped, and the strategy section was greatly expanded in the Doom and Chex Quest manuals.
-All Heroes now have the DONTRIP flag.
-You no longer get mana for unlocking things. This was actually a bug, haha.
-You can now spawn upgraded units, as well as retrofitting units that have already been spawned.
-Runhealth now 200, and 60 for C-375. This may help with the endgame.
-Players are now resistant to suicide monsters like the Flem Mine. C-375 is more resistant than the others.

Doom:
-Tweaked the Pain Elemental Upgrade, so it actually works now.
-Chaingunner price increased.
-Chaingunner pain chance increased.
-Unupgraded Mancubus attack buffed.
-Zombieman, Shotgunguy, and Doomimp buffed.
-Revenant attacks buffed.
-Revenant price increased.
-Arachnotron price increased.
-Arachnotron nerfed, and can no longer hurt ghosts.
-Vile Pulse cost decreased.
-Arch Vile price decreased.
-Pain Elemental long term production slowed down.
-Pain Elemental nerfed.
-Cacodemon Attack slowed down.

Heretic:
-Both types of Gargoyles had their price reduced, and now cost the same.
-Disciple of D'Sparil price reduced.
-Clink price reduced.
-Weredragon price reduced.
-Maulotaur price reduced. It now costs the same as the Lich.
-Mummy Upgrade price reduced.
-Clink upgrade price reduced.
-Clink upgrade effect reduced.
-Clinks can no longer leap while already in the air.
-Pretty much everything not mentioned reduced in price.
-Heretic Tech Tree is now easier to move up.
-Weredragon upgrade effect increased.
-Ophidian damage increased.
-Weredragon price adjusted.
-Ophidian price adjusted.
-Iron Lich and Maulotaur buffed.
-Mummy health decreased.
-Nitrogolems will now be less effective in melee than standard mummies.
-Mummy homing skulls sped up.
-Disciple damage reduced.
-Clink attack speed slightly reduced.

Hexen:
-Ettin upgrade, Wendigo Upgrade, and Enchant price reduced.
-Korax price reduced.
-Heresiarch price reduced.
-Heresiarch nerfed.
-Death Wyvern price reduced.
-Death Wyvern nerfed.
-Traductus, Zedek, and Menelkir price reduced.
-Wraith price reduced.
-Chaos Serpent price reduced.
-Homing Projectiles are now less effective.
-Chaos Serpent health increased.
-Menelkir is now less trigger-happy.
-Unupgraded Chaos Serpent attack buffed.
-Wendigo Upgrade expanded to also make the Wendigo a ghost unit.
-Wendigo is now less trigger-happy.
-Wendigo damage reduced.

Strife:
-Rebel, Inquisitor, Acolyte, Templar damage increased.
-Inquisitor Grenades sped up.
-Upgraded Crusader is slightly more accurate.
-Upgraded Templar is slightly more accurate.
-Templar Upgrade price reduced.
-Defined the Alien Spectres and Entity entirely in DECORATE.
-Entity buffed.
-Rebel, Acolyte, and Stalker price reduced.
-Sped up Stalker's attack.
-Sub-Entity spawning improved.
-Rebel and Acolyte speed increased.
-Reaver health increased.
-Chance for Inquisitor to use grenades increased.
-Stalker health and chance to leap increased.
-Loremaster, Order Bishop, Crusader, Templar, and Reaver price reduced.
-Order Bishop missiles home less, but do more damage.
-Inquisitor buffed.
-Chance of We'll Be Back working increased by a lot.
-Sentinels will now fire more, and do more damage.
-Tech Tree Progression sped up.

CQ:
-Cyclops Flemoids still costed one Hero Mana by accident.
-Maximus, Flembrane, Stridicus and Flembomination price increased.
-You only need 3 Flem Mines to unlock Maximus and Flembranes.
-Maximus health increased.
-Flem Mines are now noisy when moving.
-Flembomination melee nerfed.
-Flembomination slightly buffed.
-Super Cycloptis Slime balls no longer reflect.
-Generally reduced the chance of Flem spore spawns slightly.
-Buffed the Flem Meteor.
-Flembrane's height increased to better reflect the size of the sprite.
-Flembrane health increased to compensate.
-Lord Snotfolus buffed.
-Lord Snotfolus price decreased.
-Stridicus now move faster.
-Stridicus' attack was shifted, so the damage is dealt earlier in the attack sequence.
-Flem mine charge speed reduced.
-Flembomination now has the correct sounds.
-Increased Common Flemoid upgrade effect.
-Flem mine no longer deals damage merely by impact.
-Quadrumpus firepower and accurracy increased.
-Quadrumpus pain chance decreased.
-Super Cycloptis strafes less, and has less health.

Virus:
-Land Unit Upgrade price increases reduced.
-Land Unit Upgrade benefits increased.
-Virus Price increased.
-General health decrease.
-General damage decrease.
-Felix Alpha Strike threshold raised.
-Turrets had the Boss flag for some reason.
-Prism health increased.
-Virus nerfed.
-Turret health decreased.
-Fixed bug where prisms would drop a bunch of mana.
-Slowed down the Virus Player.
-Land Carrier buffed.
-Fixed a bug whereby the Felix would use its Alpha Strike too early.
-Felix price increased.
-virus Player can now only fly 375 units above the ground.
-Prism made more inaccurate, and slowed down slightly.
-Should have solved problem in which dead prisms blocked spawns.
-Prism projectiles now have the +PAINLESS flag, so prisms cannot pain lock enemies.
-Greater Prism minimum damage raised slightly.
-Turret Upgrade price decreased.
-Turret Upgrade Effect Upgrade nerfed.
-Tech Tree adjusted.
User avatar
CaptainBighead
Posts: 278
Joined: Mon Sep 22, 2008 8:38 pm
Location: Between a rock and a hard place... Dont ask.

Re: ZDoom Wars (Public Beta 1.7)

Post by CaptainBighead »

I was a bit dismayed when I found that the Centuar's prices werent increased :cry:
those things are extremely spammable. But anyway, good job! Virus gets the nerf it deserves >: )
User avatar
Captain Ventris
Posts: 4609
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: ZDoom Wars (Public Beta 1.7)

Post by Captain Ventris »

Centaurs aren't that hard to beat. Just don't fight them through a bottle-neck. :O

On the ST forums, people are beginning to cry and whine because players aren't unstoppable juggernauts, and they are terrified they may have to THINK while playing.
User avatar
CaptainBighead
Posts: 278
Joined: Mon Sep 22, 2008 8:38 pm
Location: Between a rock and a hard place... Dont ask.

Re: ZDoom Wars (Public Beta 1.7)

Post by CaptainBighead »

Hard to avoid on those small maps IMO. They live too long to cost that little :S.
User avatar
Mik57
Posts: 675
Joined: Sun Jul 27, 2008 1:39 pm
Location: Phelan, California

Re: ZDoom Wars (Public Beta 1.7)

Post by Mik57 »

I kind of agree, they seem to use their shield states a bit too much. Hard to kill them when they are invulnerable 70% of the time.
alfred59
Posts: 7
Joined: Sat Jul 04, 2009 8:03 pm

Re: ZDoom Wars (Public Beta 1.7)

Post by alfred59 »

Common Flemoids use 3 mana when it says they only cost 2... =/
User avatar
Captain Ventris
Posts: 4609
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: ZDoom Wars (Public Beta 1.7)

Post by Captain Ventris »

alfred59 wrote:Common Flemoids use 3 mana when it says they only cost 2... =/
It seems I had Weapon.AmmoUse 1 on the weapon.

Though you'd think +AMMO_OPTIONAL would prevent that. Oh, well.

I don't know you, but you just pointed out a bug I should have spotted a long time ago. XD

Thanks!
User avatar
Ethril
Posts: 2677
Joined: Sun Nov 16, 2008 2:59 am
Location: with you in the dark

Re: ZDoom Wars (Public Beta 1.7)

Post by Ethril »

-Runhealth at 200 is way too high. One or two stray shots and you're basically crippled. God help you if you decide to grab mana potions after anyone (including yourself) has spawned an elite or hero unit.
In my opinion, as well as what I've heard from other players, 150 would be worlds better.

-D'sparil summons minions a bit too often. It'd probably be better if he was more likely to actually attack, especially considering that an army will probably have partially or completely exhausted itself against his first phase and will be in poor shape to withstand the Disciple horde.

-I kind of liked gaining mana for unlocking things, but it's not a big deal; People advanced up their tech tree a bit too fast before, I guess.
Locked

Return to “Abandoned/Dead Projects”