Re: [WIP]Colourful Hell 0.90 terror and gibs
Posted: Tue Aug 08, 2017 9:58 am
Where can I find the compatibility patch for Guncaster to work with Colourful Hell 0.90? Or at least 0.89
Discussion about ZDoom
https://forum.zdoom.org/
It's on page 30, but it's for v0.89. I haven't started working on v0.90 yet, but it'll have some new stuff.Where can I find the compatibility patch for Guncaster to work with Colourful Hell 0.90? Or at least 0.89
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its an option that tracks ur movement for cybers and barons(and hk maybe) so they shoot last rocket/ball to where u would go(u go left they shot left and u can say hi to that rocket boom)u can disable itbowserknight wrote:I have a quick question about the Cyberdemons. Is it intentional that the way they shoot rockets now (the normal brown ones) looks a little strange? It looks like the 3rd shot comes out of his other arm and it doesn't really fly to where it should, like flying completely off to the left side or something. It doesn't really make sense. But please note that I've only seen that for a very short time, I'm not sure if it's like that all the time. Btw I really like the White Lost Soul.
Breakable corpses tends to be a hassle thats more effort than its worthIs there any chance for making non-gibbed corpses to be made shootable and gibbable too?
(Or a crush state that would gib ungibbed corpses if a door slams on top of them?)
They love you too!Black shotgunners. Black shotgunners. Black shotgunners.
Please let them be in a big room so I can just run past them. ARRRRGH! IT HURTS!
(Don't get me wrong. I don't mind KILLYOUINTHEFACE enemies.)
I am aiming to try tweak the minions a little bit to give them similiar debug as the skeletons, which ofcourse doesnt always work but might make it little less common for them to get stuck atleast.Anyways, the White Chaingunner enemy was really annoying in the "Can't get anywhere near 'em" fashion. And I found that her minions spawns tend to get stuck in walls and outside of the map.
Well that could be one way to do it, tho the bees have so low hp that they tend to die before pain.bees tend to be either obnoxiously hard to deal with in open areas, or a cakewalk to a half dozen free backpacks in enclosed areas. Since some mods have more DoT effects to help with crowd control, it would be nice if they played nicer with such and maybe had a higher pain chance to go along with them
I only mention this for people who pair the mod with Guncaster, Trailblazer, ProjectMSX, or any other mods with rapid fire suppression weapons.
Will do!New gibs are just great.
But I realized... they are fading too fast.
If gibs touch ground, they will disappear like nothing happened.
Can you make gibs persistent, or remain for 30-60 seconds?
I love to watch colorful messy aftermath.
Oh Ive seen the vids so far, and Ive enjoyed em.Hey there, just wanted to say I really love this wad! Also, I'll be doing a full playthrough of "1monster.wad" with this activated and will post it on youtube. So far it's very fun but the very first map was actually the hardest for now lol, it just has the weak Zombies but there's also almost no room to hide, no other weapons than the pistol and very little health. It's really hard to survive the stronger versions... especially the red Zombie can be pretty unfair, in my opinion the Berserk pack should drop everytime you kill him, not just a random chance. Unless you manage to not get hit by him at all, you'll need any health you can get.
Intended, Ive increased their melee range to match the loooong arm they have since like early days.im playing on gzdoom 3.1 and all revenants can punch me far away
Its part of the interception script the cybies have, it makes the last rocket bit wonky on the where it spawns, which I find annoying aswell, but it cant be helped, I didnt make the script for it and I'm not too comfortable trying to modify it.I have a quick question about the Cyberdemons. Is it intentional that the way they shoot rockets now (the normal brown ones) looks a little strange? It looks like the 3rd shot comes out of his other arm and it doesn't really fly to where it should, like flying completely off to the left side or something. It doesn't really make sense. But please note that I've only seen that for a very short time, I'm not sure if it's like that all the time. Btw I really like the White Lost Soul.
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Huh?dljosef wrote:I found that the White HK has only one that spawns in fully functional, with the second one being a static sprite and unshootable.
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I'm not sure what you are asking with the first question.. The monsters tend to be colour coded already so they match the colour they are??Machine-Reaper wrote:I also wanted to ask just incase, is it possible to update the sprites/looks for colourful demons in a manner that with-the-colour their look also looks quite relating to the said colour (Black Cacodemon is Hades Elemental which is quite Black naturally etc)
I also had a question about colour denoting they type of nature of enemy as well (Green= Slimey, Toxic, Blue= Techy, Plasmy etc) so is it intended that way or just coincidence?
it means that if you find a sprite of a monster that looks quite similar to a coloured version but feels uniquely like a new monster and not a recolored version would it be possible to use the said sprite?Hege Cactus wrote: I'm not sure what you are asking with the first question.. The monsters tend to be colour coded already so they match the colour they are??
Or what do you mean by this? Im bit confused
Well generally I went with a bit of a colour also giving out the theme of the monster, so yeah its partly intentional.
Spoiler:coloured intention also makes it even more eaiser to make interesting looks of a monster besides their abilites (However the current set used that just recolours monsters does give the advantage to also allow them to be lighted up with vanilla brightmaps without needing custom ones)