ScoreDoom 2.9Beta Release

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NovaDragon
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Re: ScoreDoom 2.8 Release

Post by NovaDragon »

Yeah for the hell roses and the spider plants, i just went into the ini. file and reduced the rate down to 0
that way i dont have to worry about them. I did the same actually for the tornado demon because while
an awsome enemy, i hate having him spawn in a teleporter room and having him kill everything
only to see one tornado demon teleport when 50 enemies should have. (This is a blessing though)

Baphomet would have been interesting to me but both time i saw him he telefragged himself making it an easy fight.

Im not complaining much about the darkvile having a 1 hit kill move but seriously its a little strange. I made an overlord wonder in its path when it set his attack off and one shotted it. That seems strange for an archvile class to do that
but it is pretty easy since it takes a billion years to charge the attack.
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Doom64hunter
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Re: ScoreDoom 2.8 Release

Post by Doom64hunter »

Actually, it mostly happens in groups, but other times, it also happens if I just happen to kill one bunny with a direct hit.

I think the problem is not the bunny, but the actor that gets morphed. And said actor seems to be a zombieman/shotgunguy class, because it never happens with Imps or other demons.
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BilboHicks
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Re: ScoreDoom 2.8 Release

Post by BilboHicks »

Interesting re: the points bunny, never noticed a slowdown myself.
NovaDragon wrote:
Baphomet would have been interesting to me but both time i saw him he telefragged himself making it an easy fight.

Im not complaining much about the darkvile having a 1 hit kill move but seriously its a little strange. I made an overlord wonder in its path when it set his attack off and one shotted it. That seems strange for an archvile class to do that
but it is pretty easy since it takes a billion years to charge the attack.
where did the Baphomet telefrag himself? Duing the boss-rush? yeah, I'll take a look at the darkvile too.
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Doom64hunter
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Re: ScoreDoom 2.8 Release

Post by Doom64hunter »

BilboHicks wrote:Interesting re: the points bunny, never noticed a slowdown myself.
Slowdown? The game crashes for me. :|
BilboHicks wrote:New feature: Boss-Rush. When playing with the Add-On Pack on Ultimate Doom maps E1M8,E2M8,E3M8,E4M8,
You forgot E4M6...

http://i45.tinypic.com/suwpr9.png

When wall killing and boss cloning goes crazy. It's amazing that I actually survived that.
Also note my awesome amount of turrets.
By the way, why is morphing completely disabled in these maps?
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dljosef
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Re: ScoreDoom 2.8 Release

Post by dljosef »

Does anyone else think the Cerebus could have been a tougher enemy? (as in having both heads active)

Anyways, a little update on my progress through HR 1: I'm now at map15. I'll be braving those two secret levels yet again. *shudders*
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BilboHicks
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Re: ScoreDoom 2.8 Release

Post by BilboHicks »

Doom64hunter wrote:
BilboHicks wrote:Interesting re: the points bunny, never noticed a slowdown myself.
Slowdown? The game crashes for me. :|
BilboHicks wrote:New feature: Boss-Rush. When playing with the Add-On Pack on Ultimate Doom maps E1M8,E2M8,E3M8,E4M8,
You forgot E4M6...

http://i45.tinypic.com/suwpr9.png

When wall killing and boss cloning goes crazy. It's amazing that I actually survived that.
Also note my awesome amount of turrets.
By the way, why is morphing completely disabled in these maps?
By boss-cloning, I take it you mean that bosses are being split into 2 or more? The no-morphing needs to be removed, I added it in an earlier version when I didn't understand the engine as well.

@dljosef: I will take a look at the cerebus. I'm using the decorate from AEOD.
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NovaDragon
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Re: ScoreDoom 2.8 Release

Post by NovaDragon »

I saw baphomet do it almost every time i encountered him. Playing through journey to hell, i cant remember that map number (16 or 17 i believe) i opened a blue door and there was i arena in front of me, to the sides of the door were 2 cages that house alot of barons. In the distance 4 pillars with cages hold a revenant each. Baphomet was there and no sooner than when i opened that door he killed himself. Later in the level, you appear in a large square room with 4 doors. One of the doors leads to a lava filled room then you enter a red hallway and on the end of that hallway, another large room was there. In that room are mobs of enemies and 3 cybs. Baphomet was there but about 2 seconds after i spotted him, he threw a cube on himself and died.

Playing p masters wad has billions of cybers and several times i saw him he would throw a cube and it would land close enough to telefrag him and kill him.
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BilboHicks
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Re: ScoreDoom 2.8 Release

Post by BilboHicks »

NovaDragon wrote:I saw baphomet do it almost every time i encountered him. Playing through journey to hell, i cant remember that map number (16 or 17 i believe) i opened a blue door and there was i arena in front of me, to the sides of the door were 2 cages that house alot of barons. In the distance 4 pillars with cages hold a revenant each. Baphomet was there and no sooner than when i opened that door he killed himself. Later in the level, you appear in a large square room with 4 doors. One of the doors leads to a lava filled room then you enter a red hallway and on the end of that hallway, another large room was there. In that room are mobs of enemies and 3 cybs. Baphomet was there but about 2 seconds after i spotted him, he threw a cube on himself and died.

Playing p masters wad has billions of cybers and several times i saw him he would throw a cube and it would land close enough to telefrag him and kill him.
cool thanks. Hmmn will take a look at that.
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Doom64hunter
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Re: ScoreDoom 2.8 Release

Post by Doom64hunter »

Hey guys, lets play a game: How many bosses can you spot?

http://i50.tinypic.com/2vkdfmd.png
This originally started out with two cybers..

Seriously though, while the boss-rush is a cool feature, it really gets out of hand when one boss gets killed near a wall.
I don't know why, but I saw a cyberhunter spawn another cyberhunter and baphomet too when it died. Weird :? .

About the baphomet, I never saw him telefrag himself, even in that total madness in the screenshot.
Cerberus should really be tougher.
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BilboHicks
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Re: ScoreDoom 2.8 Release

Post by BilboHicks »

Doom64hunter wrote:Hey guys, lets play a game: How many bosses can you spot?

http://i50.tinypic.com/2vkdfmd.png
This originally started out with two cybers..

Seriously though, while the boss-rush is a cool feature, it really gets out of hand when one boss gets killed near a wall.
I don't know why, but I saw a cyberhunter spawn another cyberhunter and baphomet too when it died. Weird :? .

About the baphomet, I never saw him telefrag himself, even in that total madness in the screenshot.
Cerberus should really be tougher.
lol. looks like it is still happening. back to the drawing board...
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dljosef
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Re: ScoreDoom 2.8 Release

Post by dljosef »

About the shotgun and ssg, I found that pwads that replace the two weapons without the others to be the safest since if I play a mod that replaces the chaingun, rocket launcher, Plasma Rifle, and BFG, the game will crash immediately if I use the secondary fire button on those four replaced weapons.
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BilboHicks
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Re: ScoreDoom 2.8 Release

Post by BilboHicks »

dljosef wrote:About the shotgun and ssg, I found that pwads that replace the two weapons without the others to be the safest since if I play a mod that replaces the chaingun, rocket launcher, Plasma Rifle, and BFG, the game will crash immediately if I use the secondary fire button on those four replaced weapons.
I dont play with weapon mods, but this should be a quick fix.
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supergoofy
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Re: ScoreDoom 2.8 Release

Post by supergoofy »

you could included in scoredoom a very small mod: perkristian's Smoother weapon sprite animations: http://www.sendspace.com/file/4imi07 for the original doom guns and fist.

perkristian created the wad (pk_weapons.wad) and I think phi108 created the decorate code (pk_weapDECOR4.pk3) to make it work in zdoom.
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BilboHicks
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Re: ScoreDoom 2.8 Release

Post by BilboHicks »

supergoofy wrote:you could included in scoredoom a very small mod: perkristian's Smoother weapon sprite animations: http://www.sendspace.com/file/4imi07 for the original doom guns and fist.

perkristian created the wad (pk_weapons.wad) and I think phi108 created the decorate code (pk_weapDECOR4.pk3) to make it work in zdoom.

Thanks I will take a look and consider it. Its a slipperly slope adding decorate touches here and there though. For instance, I really liked the alternative barrel explosions in zen dynamics.
----
Im hoping to have a proper fix for the boss-chain wall spawn stuff fairly soon, which is pretty major. Its a little tricky, but I lm looking at if the monster just cant spawn near a wall, to not kill it (and get into a spawn-cycle), but remove it and spawn it where the original boss spawned when the map loaded. Of course have to make sure that players cant exploit this etc..., but Im thinking this should work.
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dljosef
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Re: ScoreDoom 2.8 Release

Post by dljosef »

I'll be looking forward to the fixed boss chain thing. Meanwhile, I'll finish Hell Revealed 1 in the meantime. (Those powered-up smart bombs really helped out in Post Mortem)

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