LegenDoom [3.0] - LDL [4.2]

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EksFaktr
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Re: LegenDoom [1.1]

Post by EksFaktr »

I got annoyed waiting for the legendaries to come to me, so I cranked that shit up. I have not regretted it at all yet.

I've died quite a bit but I haven't regretted it yet. ():)
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Carbine Dioxide
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Re: LegenDoom [1.1]

Post by Carbine Dioxide »

Okay, what the hell? Haven't met one legendary, and I'm on "This is your fault". :?

Sorry if I'm being annoying, it's just a little frustrating...
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edward850
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Re: LegenDoom [1.1]

Post by edward850 »

Turn on debug mode in the menu and start some maps. It'll tell you if anything is being legendary-ified or not.

Edit: I'm noticing the legendary roll seems to suffer from a form of playlist-shuffle syndrome which might be why people are getting confused. The chance is actually increased, but the result itself is still at the will of the RNG table. It's entirely possible that even with a maximum chance, the rolls still come out snake-eyes and you can get nothing on a map. It's less likely, but it can happen. Simply put, what increasing the chance simply does is make the results more erratic, not more likely.

Nothing is actually broken, but I might suggest some changes to the system to Yholl to see if the issue can be made more "human random" rather than Mersenne Twister random.
Last edited by edward850 on Sun Mar 13, 2016 10:38 pm, edited 2 times in total.
KILLER2
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Re: LegenDoom [1.1]

Post by KILLER2 »

Carbine Dioxide wrote:Okay, what the hell? Haven't met one legendary, and I'm on "This is your fault". :?

Sorry if I'm being annoying, it's just a little frustrating...
Just turn the "DIE.EXE" mode on. It will make all enemies legendary. If it still doesn't work then something's up.
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Yholl
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Re: LegenDoom [1.1]

Post by Yholl »

Viscra Maelstrom wrote:the only file i think that would affect this at all would be njsplash, which makes all the liquid flats have actors sink into slightly, and make a splash if things fall into it.
Thanks, that helped work it out. Because the terrain makes things clip into it, the weapons would try to spawn in the ground and just fail. I've changed it so now it's forced.
Viscra Maelstrom wrote:also, chargeup bars seems to make an additional black bar appear at the top-left part of the screen. that bar does nothing out of the ordinary though, it's just there.
I... I have no idea what that is or how it got there or how to fix it. I don't even have a graphic like that in my mod.

what the fuck is it

...oh, that's what it is.
I forgot one of the unbreakable absolute rules of sbarinfo and was punished for defying Satan.
I've made amends to Satan and he has removed the black bar from the top left.
GetAGrip wrote:Using the latest download, I cannot pick up weapons on the ground. I've tried in both Doom 1 and 2, can't pick up any weapons at all. Ammo, armour and health items are fine, but I can't pick up any guns.
Sounds like you are using a broken devbuild of ZDoom. I remember the same thing happening with DRLA, switch to a stable build.
Carbine Dioxide wrote:Okay, what the hell? Haven't met one legendary, and I'm on "This is your fault". :?
Check to make sure you aren't running a broken build as well.
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Carbine Dioxide
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Re: LegenDoom [1.1]

Post by Carbine Dioxide »

A broken build of GZDoom or LegenDoom?
KILLER2
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Re: LegenDoom [1.1]

Post by KILLER2 »

Carbine Dioxide wrote:A broken build of GZDoom or LegenDoom?
GZDoom. If you're using a dev build switch to a stable one.
http://gzdoom.drdteam.org/page.php?page=download
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Kinsie
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Re: LegenDoom [1.1]

Post by Kinsie »

I've been using the March 9 devbuild of GZDoom, and have had absolutely no problems with Legendoom. Monsters turn legendary, weapons pick up, fire and drop, and the weapon info bind works as advertised.

Maybe I'm just the chosen one, blessed/cursed to never encounter the same errors as anyone else? Who knows.
KILLER2
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Re: LegenDoom [1.1]

Post by KILLER2 »

Kinsie wrote:I've been using the March 9 devbuild of GZDoom, and have had absolutely no problems with Legendoom. Monsters turn legendary, weapons pick up, fire and drop, and the weapon info bind works as advertised.

Maybe I'm just the chosen one, blessed/cursed to never encounter the same errors as anyone else? Who knows.
Maybe they're using different devbuilds. There's like a ton of them.
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Carbine Dioxide
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Re: LegenDoom [1.1]

Post by Carbine Dioxide »

Works now, found two legendaries in one level. Thanks guys, and sorry again for my bitchin'. :P
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Henix_Aurorus
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Re: LegenDoom [1.1]

Post by Henix_Aurorus »

I'm going to throw in a request- add a blacklist for specific 'do not legendary this' monster classes. Specifically, white or black Colorful Hell monsters- I just ran into a White Shotgunner that happened to be a Legendary, and he obliterated me. Completely. (also it was the second level so that really did not help)

Maybe have it as an additional option?
KILLER2
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Re: LegenDoom [1.1]

Post by KILLER2 »

Henix_Aurorus wrote:I'm going to throw in a request- add a blacklist for specific 'do not legendary this' monster classes. Specifically, white or black Colorful Hell monsters- I just ran into a White Shotgunner that happened to be a Legendary, and he obliterated me. Completely. (also it was the second level so that really did not help)

Maybe have it as an additional option?
Whenever you get a white or black enemy early, just reroll the map. Trust me. Legendary or not, unless you're packing some serious firepower, you're done for.
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Viscra Maelstrom
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Re: LegenDoom [1.1]

Post by Viscra Maelstrom »

how do you "reroll" a map, then? using the changemap command, i assume? that could get old really quickly and would probably be really annoying to do if you get black and white spawns frequently.
KILLER2
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Re: LegenDoom [1.1]

Post by KILLER2 »

Viscra Maelstrom wrote:how do you "reroll" a map, then? using the changemap command, i assume? that could get old really quickly and would probably be really annoying to do if you get black and white spawns frequently.
You don't get them frequently. They're rare, remember?

Anyways...Yholl, any chance you could make the legendary monsters compatible with DRLA? I'd like a little bit more challenge added to it.
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Cryomundus
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Re: LegenDoom [1.1]

Post by Cryomundus »

KILLER2 wrote:
Henix_Aurorus wrote:I'm going to throw in a request- add a blacklist for specific 'do not legendary this' monster classes. Specifically, white or black Colorful Hell monsters- I just ran into a White Shotgunner that happened to be a Legendary, and he obliterated me. Completely. (also it was the second level so that really did not help)

Maybe have it as an additional option?
Whenever you get a white or black enemy early, just reroll the map. Trust me. Legendary or not, unless you're packing some serious firepower, you're done for.
"Changemap map##" is your friend. Let's you keep health, armor, ammo, inv, and weapons all while letting you go to the map of your choice. Good for rerolling too!
ou don't get them frequently. They're rare, remember?

Anyways...Yholl, any chance you could make the legendary monsters compatible with DRLA? I'd like a little bit more challenge added to it.
Just use the DoomRL monsters. They're a seperate thing, remember?

Unless you mean something that just makes the monsters go Legendary, without any of the weapons.
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