Re: BossBattles V_16ZA/ClasslessV5

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Evilm0nk
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Re: BossBattles V36

Post by Evilm0nk »

http://www.mediafire.com/?zcsjfff5tz1dcwx

Here is the latest version with a new map known as map00 along with each class having its own weapons. The zip will contain both the wad and the mp3 music combined.
I have gotten lazy and don't feel like making separate zips for them.
Haven't been able to test much on the new map as I have been busy with work, But I will host it online tonight and see how it goes.
Also A gzdoom version is in the making, which won't take long at all.
Also Untrustable is working on grethal grosse, which I hope I may add to bossbattles :D.
xtkaythen
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Re: BossBattles V36

Post by xtkaythen »

Can I do a few maps for this project? I want to do a style of map where the boss interacts with the stage? Sort of like Korax and D'sparil, but much more complicated (think of Claustrophobia - claust.wad)
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Evilm0nk
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Re: BossBattles V36

Post by Evilm0nk »

If you want sure That may be fine, I don't know if it would fit with the story that goes with bossbattles but that would be fine :).
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piratefinn
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Re: BossBattles V36

Post by piratefinn »

Sorry for necro posting >.< SInce the Skulltag forums are afk with it now being Zandronum, will this mod be compatible with zandronum or will I need to use the skulltag_data_126.pk3?
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Evilm0nk
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Re: BossBattles V36

Post by Evilm0nk »

It will use the skulltag data pk3 do to the textures. There is a zandronum topic on this mod as well with a far more newer version :). It has been awhile since I updated it here on zdoom which I will try to update today.
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Evilm0nk
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Re: BossBattles V36

Post by Evilm0nk »

Finally after a long time of not updating this thread.

+ 1 another New map, Takes place inside a monsters belly (map14)

+ 1 New map, It is halloween themed, was originally supposed to come out on that holiday but as I was finishing the map, I made a stupid move and didn't save it until I was about finished. Doombuilder crashed and I lost it entirely, So after that I was upset and decided to work on cacocontamination til I got the balls to remake the map. (map15)

+ New monsters and bosses
+ Red ghosts overpowering
+ Infernodemon invisible projectiles
+ evo baron invisible projeciles
+ insanity spider invisible projectiles
+ fixed boss area on map 5 where you would die
+ Rage staff alt fire too laggy
+ vorpal sword ammo fixed
+ Guardians death strings
+ Strifeguy powerup changed
+ changed fire of fighters staff of protection
+ changed bows alt fire
+ Blocked players from accessing out of map on map04
+ fixed a fall to death glitch on map12
+ Fixed vorpal sword freeze
+ Fixed summoned monsters, They no longer take damage from players and are semi invisible
+ changed nova cannons alt
+ added Gods Spell for Mage
+ Added A health spell for Corvus
+ added firewall spell for corvus
+ added nuke rocket for strife guy
+ players cannot hurt certain friendly monsters
+ all maps, Replaced all previous invasion script with more compatible one, This will assure no Map freeze! Thanks to Untrustable
+ corvus regionsphere, Made you a really dark color
+ Lightbringer Open Gl bug, fixed thanks to popsoap
+ When some monsters exploded, they would have a different color explosion, Fixed thanks to popsoap
+ Corvus bone digger Weapon alt fire would do nothing, Fixed but that weapon has been replaced by soul reaver.
+ Doomguy can now throw mines
+ Strife guy can now shoot nukes
+ health potions are no longer glitching, thanks to thetis
+ Fixed Bishop from hexens blur effect thanks to popsoap
+ Fixed Dsparil summoners Wizards ghost off ability, Now he stays translucent, Thanks to popsoap.
+ Map 13 lowered the amount of monsters on it ( would normally lag really bad on a bad connection leading to packet loss )
+ Different Health potions are now dropped from the enemies
+ clientsided more stuff thanks to popsoap
+ Cleric summoning abilities have changed, now summons one random medium strength monster on one powerup and 6 random weak monsters on the other.
+ New powerup for mage called the sickness, shoots poison in all directions that causes alot of damage.
+ more open gl effects for strifemonsters, superdemon, wolf bosses
+ Cardinal doesn't attack children anymore thanks to popsoap.
+ avatar and hells patriarch now have floating orbs around them, thanks to thetis and popsoap.
+ thors orbs are fixed, was originally the wrong color.
+ Mage staff didn't look right firing alt attack, fixed now
+ Fighter has new powerup, gives him a random rune
+ Icon of sin has been added

Still more to come, Need more maps and they are coming but slowly and surely!

If you wana see more updates over the past few months visit the zandronum bossbattles forum as it tends to get updated more, the thread to that forum is on the first post.
A Zdoom port seems pointless at this time, but to run this on zdoom you need the skulltagdata.pk3.
I will try to update this thread as quickly as the zandronum one.

Latest Version

http://www.mediafire.com/?yo6eaarkp4i4q7i
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Re: BossBattles V3ZA

Post by atar »

I really enjoy playing that mod until i came across with a weird bug:In the map 5,after i kill the Hellsbattery boss an error message appears: Unknown script 125 and the game doesn't processed to the next wave.Anyone any suggestion/tip? Thnx in advance!
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Evilm0nk
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Re: BossBattles V3ZA

Post by Evilm0nk »

Its a bug. I know what's causing it. I fixed it before but must have forgot some stuff. Glad you enjoy the wad :). Ill post a newer version in the coming weeks as I am working on bossbattles and another project at the same time.
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Re: BossBattles V3ZA

Post by atar »

Thank you for your reply, but could you give me an advice who to processed?Or i have to wait for the new release?
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Evilm0nk
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Re: BossBattles V3ZA

Post by Evilm0nk »

Try going to console and typing "puke 126" without quotes. This should bring it to the next wave. It might get a little buggy but should fix itself. If it doesn't work ill look into it.
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Re: BossBattles V3ZA

Post by atar »

Thank you a lot for your help advice!It worked! I'm looking forward for your new release! Keep up the good job :D
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twinkieman93
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Re: BossBattles V3ZA

Post by twinkieman93 »

Evilm0nk wrote:Try going to console and typing "puke 126" without quotes. This should bring it to the next wave. It might get a little buggy but should fix itself. If it doesn't work ill look into it.
Well, if that's the issue, the answer is kinda simple. Obviously Hell's Battery is trying to run the wrong script. A single digit causing so much pain. Doom editing is funny, huh? :P
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Re: BossBattles V3ZA

Post by atar »

Unfortunately i don't have a clue,so i have to bust your @@ (censorship) every time :)
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Evilm0nk
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Re: BossBattles V3ZA

Post by Evilm0nk »

atar wrote:Thank you a lot for your help advice!It worked! I'm looking forward for your new release! Keep up the good job :D
No problem, I will post a reply on here again when there is a new release. I will fix that bug today as well now that I got my mind on it.
twinkieman93 wrote:
Evilm0nk wrote:Try going to console and typing "puke 126" without quotes. This should bring it to the next wave. It might get a little buggy but should fix itself. If it doesn't work ill look into it.
Well, if that's the issue, the answer is kinda simple. Obviously Hell's Battery is trying to run the wrong script. A single digit causing so much pain. Doom editing is funny, huh? :P
Well Yes the answer is simple :P, Ofcourse before when I played it online, I didn't see the error, but it did bug out just didn't tell me what script was causing the issue. Acs can be a pain in the butt, specially when you have alot of scripts in one level :P.
mallo
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Re: BossBattles V3ZA

Post by mallo »

Aw man, i remember i found it when I was like 9 and very liked it! (Though it crashed after like map 4, dude to Dad's shit-PC) After so many years... :D
I'm downloading newest version right now.
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