Re: BossBattles V_16ZA/ClasslessV5

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Evilm0nk
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Re: BossBattles V34 out

Post by Evilm0nk »

Metal head sounds sweet :). Most of the bosses are between 10000 to 20000. Hells minions have 3000 to 6000.

EDIT: I added in your desparil and things seem to be working good :).
Also I have a question sense we were talking about heretic monsters, The iron lich tornado really doesn't pose a threat to anybody.
Is there a way to increase its damage? I figured I would just make a new one and inherit it and out a damage of 10.
I did that and the tornado or whirlwind doesn't do any damage and I don't know why.
I tried to add the A_explode flag to it, that didn't help, I'm starting to think it has something to do with the whirlwind seek flag or something :/.
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UnTrustable
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Re: BossBattles V34 out

Post by UnTrustable »

Evilm0nk wrote:Most of the bosses are between 10000 to 20000.
Oh, okay, then im safe. Metalhead is about 15000. :wink:

I dunno about the whirlwind actor.
if i look at its existing decorate code on the ZDoom wiki,
It should have nothing to do with the WhirlWindSeeker as far as i can see it.
Just raise its damage level and it should be fine...
But if it is getting no effect, i can look at this later when im back from work.
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Evilm0nk
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Re: BossBattles V34 out

Post by Evilm0nk »

Yes your safe :).
Yeah there is no effect at all, which is really weird. This is the only projectile I've ever had probs with.

IT's funny how you and I live in Diffrent time zones. Im getting rdy for bed and your getting rdy for work lol.
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UnTrustable
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Re: BossBattles V34 out

Post by UnTrustable »

hehehe, well sleep tight. i'll have you covered about the whirlwind.
If the Fire column of the ironlich isnt much of a problem (although, i had to use a trick to it :? ),
then what can hold me back from 'fixing' the whirlwind?
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Evilm0nk
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Re: BossBattles V34 out

Post by Evilm0nk »

I will :D!
Ive never had problems with the fire column, did You have problems with it lol?
UnTrustable wrote: then what can hold me back from 'fixing' the whirlwind?
Also what do you mean lol?
I think its the damn whirlwind seeker affecting it, but I am still not for sure. I really don't think it should only do 1 damage lol, specially for bossbattles :P.
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UnTrustable
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Re: BossBattles V34 out

Post by UnTrustable »

i mean, i like to recreate all hardcode things into somewhat ZDoom understands.
Probably many had done all these things before me, but for an example, i have never seen
somebody recreating DSparil's (2 actors, Sorcerer1 and sorcerer2) into one....
Just to name some minor thing.
Like the fire column of the iron lich, everybody uses its hardcoded part of of it, and i like to
recreate it so that ZDoom understands it without the help of the hardcoded part.
Like the fire column, it cannot be recreated exactly the way the hardcode does, but i was
aware of of that, i have read a year ago, that someone used a trick to make it LOOK like it
was building a column, so, with that in my mind, i figured for myself HOW this dude should have
made it.
Never saw HIS or her code, just did it myself.
Thats what i mean about the Whirlwind actor.
It cannot be soo difficult to make the damage higher. If the whirl seeker thing is causing the problem,
lets replace the Whirlseeker with somthing ZDoom understands, so that the damage number can be raised-up
to 10 or so.
And now i have mentioned the fire column attack, ill send you a link to Metalhead.
Just play around, see what it do, maybe you like m.... (or her???)
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Evilm0nk
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Re: BossBattles V34 out

Post by Evilm0nk »

Aww I see lol. We could probably replace the whirlwind seek with A_seekingmissile or something.
Your dsparil is an awesome idea lol, I've never scene that either.
Also ill take a look at metalhead when u send em :), but probably not til im off work.
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UnTrustable
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Re: BossBattles V34 out

Post by UnTrustable »

Evilm0nk wrote:Aww I see lol. We could probably replace the whirlwind seek with A_seekingmissile or something.
Correct :wink:
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Evilm0nk
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Re: BossBattles V34 out

Post by Evilm0nk »

Sweet :D. And I would like to test your iron lich :). I can't wait to see your map :).
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Re: BossBattles V34 out

Post by UnTrustable »

Can't show much of my map right now.
Its a slow process, but i can asure you it will become a huge map (in size).
Thats basicly my standard :?
For what i can show you, its the beginning position, the wall-floor-and-ceiling details are maybe poor.
This is just standard for me.
I assume 3D floors are not permitted, since i didn't see them in the existing maps.... and that is cool.

I am planning to use existing Doom (2) parts of the map area's, WadMix-style. See, if people will recognise them? :P
Spoiler: EDIT: (8 april 2012) 2 screenshots
Last edited by UnTrustable on Sun Apr 08, 2012 2:52 am, edited 1 time in total.
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Evilm0nk
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Re: BossBattles V34 out

Post by Evilm0nk »

aww 3d floors are fine lol, i just don't know how to make them thats why you don't see em :P. I Love the screenshot lol, wayy better then what i could come up with :P.
I can't wait to see it!
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UnTrustable
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Re: BossBattles V34 out

Post by UnTrustable »

Thanks for the compliment but your maps are fine too.
The most important thing i would say that these maps requires are space to move around, obstacles and enough ammo.
Sofar i have seen in the Boss battles maps, they do have that.
Although some maps have a few bugs, like doors are not open up like map04.
I dont know what causes it, but after a few other rooms are open up, then eventually nothing happens anymore, while there
are still monsters around somewhere.
I still have to figure out how you script the maps, so that the structure keeps the same and recognisable in MY map, so
maybe i'll find what goes wrong.
Unless you already have found the issue in the new (upcoming) version of BossBattles.

CacoMom will be implemented in my map altogether if you dont mind'?
Maybe a CacoDad too....
CacoDad looks all powerfull, but he has a extremely weak spot... He is fireing inaccurate and he is a short range shooter.
He is also very slow, same as CacoMom.
I think ill let them come in 'wave 2' when you go outside the first building.
Both requires lots of room. :P
Evilm0nk wrote:aww 3d floors are fine lol, i just don't know how to make them thats why you don't see em :P.
ohw, but that aint that difficult... :D linedef 160 if i remember correctly
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Big C
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Re: BossBattles V34 out

Post by Big C »

So is there no ZDoom version of this?

The Mediafire link on the 5th(?) post of the thread seems to be down.
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Evilm0nk
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Re: BossBattles V34 out

Post by Evilm0nk »

UnTrustable wrote:Thanks for the compliment but your maps are fine too.
The most important thing i would say that these maps requires are space to move around, obstacles and enough ammo.
Sofar i have seen in the Boss battles maps, they do have that.
Although some maps have a few bugs, like doors are not open up like map04.
I dont know what causes it, but after a few other rooms are open up, then eventually nothing happens anymore, while there
are still monsters around somewhere.
I still have to figure out how you script the maps, so that the structure keeps the same and recognisable in MY map, so
maybe i'll find what goes wrong.
Unless you already have found the issue in the new (upcoming) version of BossBattles.
I Am still trying to improve the maps lol. the bugs with the doors not opening, I finally found the reason why it happes. it has to do with the decorate, when a monster Dies it has to have a a_fall somewhere in the death, or theres a 50% chance the acs script will think its still alive. I have no idea why it does this but lately i noticed when they have an a_fall the acs scripts work the way there supposed to. So I have been implementing the a_fall in all the monsters that did not have it
UnTrustable wrote: CacoMom will be implemented in my map altogether if you dont mind'?
Maybe a CacoDad too....
CacoDad looks all powerfull, but he has a extremely weak spot... He is fireing inaccurate and he is a short range shooter.
He is also very slow, same as CacoMom.
I think ill let them come in 'wave 2' when you go outside the first building.
Both requires lots of room. :P
I cant wait to see them both :D. I need to apply more room to my maps as well.
Big C wrote: So is there no ZDoom version of this?

The Mediafire link on the 5th(?) post of the thread seems to be down.
There is a skulltag version and a Zdaemon version (though the zdaemon one is kinda dead).
I could make a zdoom specific one :P.
The link on the first post should work. ill check to make sure :D.
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Evilm0nk
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Re: BossBattles V34 out

Post by Evilm0nk »

Alright here is Version 35:

http://www.mediafire.com/?l2h8tubdeq35c4a

Bosses added
+Tchernobog, Furylich, New mother demon, Cyberbot 1 and 2, Metal head, doom 64 cyberdemon and a few others

Map work
+maps 1,2,3,6,7,10 added more detail too, thanks to gosimer for doing map 6

Weapon stuff
+phoenix rod from heretic was added
+Fixed some firing on serpent staff and nova cannon
+added gldefs to monsters who were missing
+ and lots of more stuff done that I forgot :)

Still more stuff that needs to be worked on

- Making a zdoom version with more of a single player approach along with a more depth story, planning on making a more beefer titlemap explaining story
- Zdaemon version planning on adding the same maps that the skulltag version has but nothing else
- More maps to come along with more bosses :)
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