Re: BossBattles V_16ZA/ClasslessV5
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: BossBattles V3ZA
Here is version 3.1, Took awhile do to my other project.
+Some Monsters were just recolors, so instead of using recolored sprites, used translations instead. Thanks to popsoap, still alot of translations to go.
+added some more details to a few maps not to big, mainly to map 15.
+Fixed a bug on map05 which would break the map, though I have not tested it forsure as I have been busy and fixed it a month ago, If its still broken then shame on me.
+added gib and fire deaths to the players, got rid of the other gib system I used off strife three years ago (been wanting to do that for awhile) Don't know why I did that.
To Come:
-New bosses ofcourse to be added from my other project caco invasion, so expect cacos.
-Going to start another map.
-Going to work on more translations and bug fixing.
-Going to add secrets to all the levels as they are lacking it.
Also posted on zandronum forums
http://www.mediafire.com/?1ag56sxn85jhaja
+Some Monsters were just recolors, so instead of using recolored sprites, used translations instead. Thanks to popsoap, still alot of translations to go.
+added some more details to a few maps not to big, mainly to map 15.
+Fixed a bug on map05 which would break the map, though I have not tested it forsure as I have been busy and fixed it a month ago, If its still broken then shame on me.
+added gib and fire deaths to the players, got rid of the other gib system I used off strife three years ago (been wanting to do that for awhile) Don't know why I did that.
To Come:
-New bosses ofcourse to be added from my other project caco invasion, so expect cacos.
-Going to start another map.
-Going to work on more translations and bug fixing.
-Going to add secrets to all the levels as they are lacking it.
Also posted on zandronum forums
http://www.mediafire.com/?1ag56sxn85jhaja
Re: BossBattles V3ZA
Here is the latest version once again with lots of bugfixes and added alot aswell.
+Fixed Death Wyvern, Projectiles wouldn't work correctly.
+players can now walk through eachother and cant shoot eachother
+players shots go through friendlies summoned by the doomguy,strifeguy, and cleric (will work on museum monsters next)
+increased the strifeguys nuke almost tenfolds
+Changed how regular bullet type weapons behave, they shoot an actually projectile instead of a puff but its invisible.
+added gldefs for bullets as well
+Changed damage for doomguys and strifeguys machineguns and shotties.
+sentries will no longer hurt players
+doomguys mine doesn't go off on other players now and is more useful, now summons 5 mines instead of one
+Fixed small rock spawned by infernodemon, they would sometimes never disappear
+fixed paingasms obituary
+hammerofretribution alt fire is now translucent upon death
+Lightbringer gldefs fixed
+Fixed minor texture error on map 14
+clerics hands no longer use hitscan
+Popsoap worked on hans grosse fixing blue dots on sprites
+Popsoap renamed all the weapons
+Popsoap worked on Skullstaff colors
+Infernodemons Lava balls no longer conflict with skulltags abaddons
+Hellstorm archon no longer conflicts with skulltags belphegor
+corvus mace alt attack has been changed and now has gldefs
+HeavenGuards can no longer take damage or anything from the players, your shots will go through them
+map05 would freeze right after korax. I always would think I fixed this bug but it would always come at me and bite me in the ass. I changed the script completely when it comes down that area, aswell as changed the monster.
+Map13 would do the same as map05 except on gretel grosse, I did the same thing as I did to map05.
+fixed minor spelling errors on the museum map aswell as added more credits. (I know I made alot of spelling errors in this wad, I will fix them as the versions progress.)
Thanks to popsoap for pointing out 90% of these and helping me fix them.
http://www.mediafire.com/?o0i6hbllldphc44
Still more to come!
+Fixed Death Wyvern, Projectiles wouldn't work correctly.
+players can now walk through eachother and cant shoot eachother
+players shots go through friendlies summoned by the doomguy,strifeguy, and cleric (will work on museum monsters next)
+increased the strifeguys nuke almost tenfolds
+Changed how regular bullet type weapons behave, they shoot an actually projectile instead of a puff but its invisible.
+added gldefs for bullets as well
+Changed damage for doomguys and strifeguys machineguns and shotties.
+sentries will no longer hurt players
+doomguys mine doesn't go off on other players now and is more useful, now summons 5 mines instead of one
+Fixed small rock spawned by infernodemon, they would sometimes never disappear
+fixed paingasms obituary
+hammerofretribution alt fire is now translucent upon death
+Lightbringer gldefs fixed
+Fixed minor texture error on map 14
+clerics hands no longer use hitscan
+Popsoap worked on hans grosse fixing blue dots on sprites
+Popsoap renamed all the weapons
+Popsoap worked on Skullstaff colors
+Infernodemons Lava balls no longer conflict with skulltags abaddons
+Hellstorm archon no longer conflicts with skulltags belphegor
+corvus mace alt attack has been changed and now has gldefs
+HeavenGuards can no longer take damage or anything from the players, your shots will go through them
+map05 would freeze right after korax. I always would think I fixed this bug but it would always come at me and bite me in the ass. I changed the script completely when it comes down that area, aswell as changed the monster.
+Map13 would do the same as map05 except on gretel grosse, I did the same thing as I did to map05.
+fixed minor spelling errors on the museum map aswell as added more credits. (I know I made alot of spelling errors in this wad, I will fix them as the versions progress.)
Thanks to popsoap for pointing out 90% of these and helping me fix them.
http://www.mediafire.com/?o0i6hbllldphc44
Still more to come!
Re: BossBattles V3.2ZA
Here is the Latest Version:
Edit: version 4.1 to fix minor bugs
http://www.mediafire.com/?x8slfapc9qi9fpc
+2 New maps.
+1 Revised and redone map (map10).
+10 New bosses including the next final boss Demortrix (Still needs work but pretty much finished), Cerberus (Blood), 5 player bosses that resemble each character class and there weapons (Basically fighting yourself), Evil Corvus (Corvus from heretic with all of his weapons), and a few other bosses.
+Revised a some bosses and how they behave including the devil.
+All hitscan monsters now fire super fast projectiles, So it still looks like hitscan, I did this because of the many different damage types.
+Some weapons Have had there alt attacks changed
+3 new abilities were added to the classes
+fixed the map 13 and map05 map lock up, at least I tested it and it didn't lock up, ofcourse who knows maybe it will come back and hunt me.
+100's of other small bug fixes I didn't note
Still to come:
-More maps, trying to get at least 30 in, so far 18 maps are done, This will go pretty slow with me being the only mapper, but it will get done
.
-Strifeguy as a Boss enemy as well as his class Equivalent.
-A new gib system for dead monsters, evil monk 2 is working on this, So far korax, Infernodemon, And conqueror are the only ones finished.
Edit: version 4.1 to fix minor bugs
http://www.mediafire.com/?x8slfapc9qi9fpc
+2 New maps.
+1 Revised and redone map (map10).
+10 New bosses including the next final boss Demortrix (Still needs work but pretty much finished), Cerberus (Blood), 5 player bosses that resemble each character class and there weapons (Basically fighting yourself), Evil Corvus (Corvus from heretic with all of his weapons), and a few other bosses.
+Revised a some bosses and how they behave including the devil.
+All hitscan monsters now fire super fast projectiles, So it still looks like hitscan, I did this because of the many different damage types.
+Some weapons Have had there alt attacks changed
+3 new abilities were added to the classes
+fixed the map 13 and map05 map lock up, at least I tested it and it didn't lock up, ofcourse who knows maybe it will come back and hunt me.
+100's of other small bug fixes I didn't note
Still to come:
-More maps, trying to get at least 30 in, so far 18 maps are done, This will go pretty slow with me being the only mapper, but it will get done

-Strifeguy as a Boss enemy as well as his class Equivalent.
-A new gib system for dead monsters, evil monk 2 is working on this, So far korax, Infernodemon, And conqueror are the only ones finished.
Last edited by Evilm0nk on Thu Mar 14, 2013 5:06 pm, edited 1 time in total.
- armymen12002003
- Posts: 1420
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- Operating System Version (Optional): Windows 10
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- Contact:
Re: BossBattles V4ZA
will this new version work with gzdoom or do i need zandronum?
Re: BossBattles V4ZA
I have just tried this and if I loaded the wads the right way... it crashed. GZdoom doesn't like the skulltag_data126.pk3 I believe. I am planning on making a zdoom version of the wad soon, with a bigger story influence and cut scenes. this should work with gzdoom aswell, As of right now bossbattles needs the skulltag pk3's to run right. I will have to see about maybe importing some textures over or something, to fix this problem.
- armymen12002003
- Posts: 1420
- Joined: Wed Jun 01, 2011 10:25 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Castle Wolfenstein
- Contact:
Re: BossBattles V4.1ZA
ok thanks for straitening that out
Re: BossBattles V4.1ZA
No Prob
!
Here is the latest Version 4.2:
http://www.mediafire.com/?zqt9zdyw173etqq
+REDID MAGES TRISTAFF aswell as menelkirs and cronus's
+Fixed Player Colors
+changed doom guys bfg
+FIXED deathknights gldefs
+Fixed minor bugs on map 16
+Fixed Minor Bugs on Map 13
+Fixed Minor Bugs on Map 14
+Fixed Cyber arach offsets
+added aracnorbqueen
+Added EvilStrifeguy
+Added Deepone
+Added 3 Chexquest Bosses
+Added New powerup that summons heaven guards
+added all missing bosses to museum map.
+added more secrets to museum map.
+Fixed Map 20 lock ups, Still may lock up on Demortrix But hes still unfinished.
Working on Now:
-Starting new map this week
-Working on demortrix
-Adding strife class boss
-Other bugs that ofcourse come up
-More bosses
Thanks to popsoap And everyone else for the help.

Here is the latest Version 4.2:
http://www.mediafire.com/?zqt9zdyw173etqq
+REDID MAGES TRISTAFF aswell as menelkirs and cronus's
+Fixed Player Colors
+changed doom guys bfg
+FIXED deathknights gldefs
+Fixed minor bugs on map 16
+Fixed Minor Bugs on Map 13
+Fixed Minor Bugs on Map 14
+Fixed Cyber arach offsets
+added aracnorbqueen
+Added EvilStrifeguy
+Added Deepone
+Added 3 Chexquest Bosses
+Added New powerup that summons heaven guards
+added all missing bosses to museum map.
+added more secrets to museum map.
+Fixed Map 20 lock ups, Still may lock up on Demortrix But hes still unfinished.
Working on Now:
-Starting new map this week
-Working on demortrix
-Adding strife class boss
-Other bugs that ofcourse come up
-More bosses
Thanks to popsoap And everyone else for the help.
Re: BossBattles V4.2ZA
An error message appears when i try to run the newest version of boss battles with skulltag version 98d:
Script error, "BossBattles_V4.2ZA.pk3:BossBattles_V4.2ZA.wad:CACOINV" line 48:
"THRUSPECIES" is an unknown flag
What can i do?
Script error, "BossBattles_V4.2ZA.pk3:BossBattles_V4.2ZA.wad:CACOINV" line 48:
"THRUSPECIES" is an unknown flag
What can i do?
- twinkieman93
- Posts: 1075
- Joined: Fri Aug 10, 2007 11:13 pm
Re: BossBattles V4.2ZA
Play it with Zandronum instead of an outdated version of a dead source port?atar wrote:An error message appears when i try to run the newest version of boss battles with skulltag version 98d:
Script error, "BossBattles_V4.2ZA.pk3:BossBattles_V4.2ZA.wad:CACOINV" line 48:
"THRUSPECIES" is an unknown flag
What can i do?
Re: BossBattles V4.2ZA
Thank you for the help,the game runs and starts now but it seems that some textures are missing...What i do wrong



- twinkieman93
- Posts: 1075
- Joined: Fri Aug 10, 2007 11:13 pm
Re: BossBattles V4.2ZA
You didn't load up the Skulltag data files with the mod, as Zandronum lacks them. Yes, it's dumb, I know, but you'll have to roll with it. Just get a copy of skulltag_actors.pk3 and skulltag_data_126.pk3.atar wrote:Thank you for the help,the game runs and starts now but it seems that some textures are missing...What i do wrong![]()
Spoiler:
Re: BossBattles V4.2ZA
Like twinkle said, you need the skulltagdata pk3 and skulltag actors pk3
Re: BossBattles V4.2ZA
Here is the Latest Version, Version 5.1:
+cyberdemon doesn't shoot his rocket out of his body like vanilla doom.
+strife guy has his melee weapon from his game
+New map, Map 17 takes place in a machine world in the chaos realm.
+entity can spawn his second form which is usually spawned upon death in strife, But in bossbattles
he can spawn one whenever it wants, also the entity is faster and stronger.
+D3cyberdemon now performs alot like a doom 3 cyber, moves slower and his stomps can be hear throughout
the level, his rockets no longer home but are very fast and painful.
+Archon (devil) fixed minor bugs on his projectiles.
+8 new monsters: Scanner, Cyberbaron, Cybruiser, Cyborg, StrifeTemplar, CyberImp, Duel plasma gun arachnotron,
and Terminator. All monsters run with new map.
+heaven levels protectors now have more health, but in multiplayer the health is reduced for each player in the server.
+Devil final battle map 11 got a Makeover.
+Minor bugs and details fixed and added on map05.
+Mage can now spawn a wall of stalagmites which monsters cant walk through or penetrate with
there attacks, ofcourse if they get around it your screwed. Players can walk through the walls and
Shoot through them, The wall stays up for one whole minute.
+friendlies spawned by the cleric summoner have a chance to disappear on there own if they are
walking around doing nothing. This way, People who love to troll and spam monsters are going to
fall flat on there ass.
+Extremedeath flag has been added to alot of rocket projectiles.
+Weapons cannot be dropped.
+Hitscan weapons are fast projectiles, but they will still look and feel like Hitscan
+Ammo can only be picked up by the classes that actually use it
+Deathknight Immune to its own attacks
+Fixed FireMace sprites, Used the ones on samsara
+Changed the BfgSpray.
+Changed inquisitors sounds to the right ones.
+Lots of other bug fixes too.
Thanks to popsoap for all the help.
http://www.mediafire.com/?0852erre5te4cv8
+cyberdemon doesn't shoot his rocket out of his body like vanilla doom.
+strife guy has his melee weapon from his game
+New map, Map 17 takes place in a machine world in the chaos realm.
+entity can spawn his second form which is usually spawned upon death in strife, But in bossbattles
he can spawn one whenever it wants, also the entity is faster and stronger.
+D3cyberdemon now performs alot like a doom 3 cyber, moves slower and his stomps can be hear throughout
the level, his rockets no longer home but are very fast and painful.
+Archon (devil) fixed minor bugs on his projectiles.
+8 new monsters: Scanner, Cyberbaron, Cybruiser, Cyborg, StrifeTemplar, CyberImp, Duel plasma gun arachnotron,
and Terminator. All monsters run with new map.
+heaven levels protectors now have more health, but in multiplayer the health is reduced for each player in the server.
+Devil final battle map 11 got a Makeover.
+Minor bugs and details fixed and added on map05.
+Mage can now spawn a wall of stalagmites which monsters cant walk through or penetrate with
there attacks, ofcourse if they get around it your screwed. Players can walk through the walls and
Shoot through them, The wall stays up for one whole minute.
+friendlies spawned by the cleric summoner have a chance to disappear on there own if they are
walking around doing nothing. This way, People who love to troll and spam monsters are going to
fall flat on there ass.
+Extremedeath flag has been added to alot of rocket projectiles.
+Weapons cannot be dropped.
+Hitscan weapons are fast projectiles, but they will still look and feel like Hitscan
+Ammo can only be picked up by the classes that actually use it
+Deathknight Immune to its own attacks
+Fixed FireMace sprites, Used the ones on samsara
+Changed the BfgSpray.
+Changed inquisitors sounds to the right ones.
+Lots of other bug fixes too.
Thanks to popsoap for all the help.
http://www.mediafire.com/?0852erre5te4cv8
Re: BossBattles V5.2ZA
Here is the latest version:
Version 5.2
Thanks to popsoap, Grima, and thetis for the assistance.
New stuff:
+added, gldefs for fire death
+Fixed, plasma uses less ammo
+Fixed, Doom3 cyber has new attacks including summoning monsters
+Fixed, Dominator acts like a doom3 cyber but is much faster
+Fixed, ice arrows can go through mages wall
+Fixed, maephistos no longer go through mages wall
+Fixed, d3 cyber spawned on the volcano on map 11.
+Fixed, Doomguys rocket launcher is stronger now
+optimized the pngs to make the wad shorter thanks to popsoap for enduring the time it took to do this.
+Fixed, players can no longer drop items
+Fixed, minor projectile bugs on the devils final form
+New, Corvus can use the tome of power now
+Fixed, Fighter cant use spread anymore
+Fixed, Friendlies will disappear after a short time depending on there strength
+Fixed, Demortrix can no longer spam his healing ability, he has a 30 second cool down.
+Fixed, Map 3 is much larger and minor details were added
+Fixed, friendlies cannot be targeted by auto aim
+Fixed, Corvuses Mace spheres can bounce on lava now
+Fixed, Staff of protection has gotten a reduction in damage
+Fixed, Map 7 portal spawned you ahead of the level
+Fixed, corvus small phoenix shot has too big smoke
+Fixed, Hans grosse is too difficult aswell as gretel
+Fixed, phoenix rod alt fire is stronger
+New, status bar thanks to thetis
+Fixed, texture error on map7 and 10
+Fixed, got rid of foil invuln flag on cleric summoners serpent staff (would bug demortrix)
+Fixed, strifguys weapons, Tank rifle shoots fast projectile like a sniper rifle instead of a railgun. He no long has the gnasher shotty and instead has the mauler from strife along with its alt attack.
+Fixed, Doomguy now has the gnasher and his older shotgun is gone, Gnasher is also stronger.
+Added, museum map has a demortrix battle area now as well as some traps and new bosses.
+New, A few new bosses have been added like the super deep one and spidermastermind64.
Stuff to come:
-Jetpack lights for doomguy
-Demortix and devil need epic deaths
-new museum stuff like a music area
-More bosses ofcourse
-powerups and there notifications
-more maps
Version 5.2
Thanks to popsoap, Grima, and thetis for the assistance.
New stuff:
+added, gldefs for fire death
+Fixed, plasma uses less ammo
+Fixed, Doom3 cyber has new attacks including summoning monsters
+Fixed, Dominator acts like a doom3 cyber but is much faster
+Fixed, ice arrows can go through mages wall
+Fixed, maephistos no longer go through mages wall
+Fixed, d3 cyber spawned on the volcano on map 11.
+Fixed, Doomguys rocket launcher is stronger now
+optimized the pngs to make the wad shorter thanks to popsoap for enduring the time it took to do this.
+Fixed, players can no longer drop items
+Fixed, minor projectile bugs on the devils final form
+New, Corvus can use the tome of power now
+Fixed, Fighter cant use spread anymore
+Fixed, Friendlies will disappear after a short time depending on there strength
+Fixed, Demortrix can no longer spam his healing ability, he has a 30 second cool down.
+Fixed, Map 3 is much larger and minor details were added
+Fixed, friendlies cannot be targeted by auto aim
+Fixed, Corvuses Mace spheres can bounce on lava now
+Fixed, Staff of protection has gotten a reduction in damage
+Fixed, Map 7 portal spawned you ahead of the level
+Fixed, corvus small phoenix shot has too big smoke
+Fixed, Hans grosse is too difficult aswell as gretel
+Fixed, phoenix rod alt fire is stronger
+New, status bar thanks to thetis
+Fixed, texture error on map7 and 10
+Fixed, got rid of foil invuln flag on cleric summoners serpent staff (would bug demortrix)
+Fixed, strifguys weapons, Tank rifle shoots fast projectile like a sniper rifle instead of a railgun. He no long has the gnasher shotty and instead has the mauler from strife along with its alt attack.
+Fixed, Doomguy now has the gnasher and his older shotgun is gone, Gnasher is also stronger.
+Added, museum map has a demortrix battle area now as well as some traps and new bosses.
+New, A few new bosses have been added like the super deep one and spidermastermind64.
Stuff to come:
-Jetpack lights for doomguy
-Demortix and devil need epic deaths
-new museum stuff like a music area
-More bosses ofcourse
-powerups and there notifications
-more maps
Re: BossBattles V5.2ZA
It would be suitable, since we're at ZDoom (GZDoom) that your wad would be compatible with these. I will be waiting for that much more, in the stuff to come, than "More bosses ofcourse/more maps". Then I will be thrilled to play the updates from the first version I tried back then.