LegenDoom [3.0] - LDL [4.2]

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KILLER2
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Re: LegenDoom [1.0]

Post by KILLER2 »

It's pretty neat but...I think what it's missing is a special (or maybe more) "unique" weapon for each class a-la DRLA. I think that could add a bit more flavour.
Hege Cactus wrote:The amount of fun I've had with this mod so far is starting to get really hard to measure

Impossible rocket launcher is the greatest thing to get early game.
I've played this mod today with Colourful Hell and, aside from it being occasionally frustrating and unforgiving, it's great fun! If you could make a tweak that makes tough enemies drop (or have a chance to drop) rarity weapons, and maybe some special interaction with when a tough opponent also becomes legendary, that would make it even more awesome :D
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Yholl
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Re: LegenDoom [1.0]

Post by Yholl »

Redead-ITA wrote:
Spoiler:
What?
Breezeep wrote:I'm liking this mod so far, but I'm not too keen on the player size. I prefer it to be like vanilla doom. Otherwise, good job on releasing this!
The player size is not changed in any way.
Slydir wrote:I could be wrong, but I don't think the Anti-Air Chainsaw does bonus damage against Lost Souls
You are correct, it looks like an oversight in the Anti-Air Chainsaw, it has no specific bonus. Fixed!
Princess Viscra Maelstrom wrote:fair enough. i hadn't exactly tried that mod before, so trying it with something completely new kind of kicked me in the face and laughed at my many deaths. i'd assume it's more fun to play in co-op for this reason. at any rate, i'm liking what i see so far. i'll probably have to play it without CH in case i want to not die all the time.
Yholl wrote:EDIT: I DIED MANY MANY TIMES THIS IS SO GODDAMN HARD IT'S NOT EVEN FUNNY
I wasn't kidding around.
KILLER2 wrote:It's pretty neat but...I think what it's missing is a special (or maybe more) "unique" weapon for each class a-la DRLA. I think that could add a bit more flavour.
There aren't any classes, and there aren't going to be any extra weapons.
KILLER2 wrote:I've played this mod today with Colourful Hell and, aside from it being occasionally frustrating and unforgiving, it's great fun! If you could make a tweak that makes tough enemies drop (or have a chance to drop) rarity weapons, and maybe some special interaction with when a tough opponent also becomes legendary, that would make it even more awesome :D
That has to be done on CHs end, not mine.


I've also fixed a few hilarious but probably harmless maybe bugs, like weapons being chosen to be Legendary, or weapons being terrified of your violent ways.
I'll sit on this for a day or two, see if a few more bugs come in, then I'll fix and release a 1.1
KILLER2
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Re: LegenDoom [1.0]

Post by KILLER2 »

Yholl wrote:
KILLER2 wrote:It's pretty neat but...I think what it's missing is a special (or maybe more) "unique" weapon for each class a-la DRLA. I think that could add a bit more flavour.
There aren't any classes, and there aren't going to be any extra weapons.
I meant for each weapon class (i.e. rocket launcher, plasma rifle etc.). But that's not necessary I guess. Maybe at least buff pistols and shotguns? They feel pretty underwhelming, even when legendary.
Yholl wrote:
KILLER2 wrote:I've played this mod today with Colourful Hell and, aside from it being occasionally frustrating and unforgiving, it's great fun! If you could make a tweak that makes tough enemies drop (or have a chance to drop) rarity weapons, and maybe some special interaction with when a tough opponent also becomes legendary, that would make it even more awesome :D
That has to be done on CHs end, not mine.
I know, that's why I quoted Hege Cactus. He'll probably see my message.
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Cryomundus
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Re: LegenDoom [1.0]

Post by Cryomundus »

KILLER2 wrote:I know, that's why I quoted Hege Cactus. He'll probably see my message.
CH has a thread, you know. Perhaps it might best to post such a thing there, rather than here, since its a request for CH, and not LegenDoom.
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Nems
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Re: LegenDoom [1.0]

Post by Nems »

This is pretty damn fun despite the fact I'm getting my ass handed to me with this plus Colorful Hell (I expected this so I'm not complaining, I'm just stating the obvious :v).

I saw there were some options for DoomRLA so when I tried to load it + DoomRLA HUD + DoomRLA Monsters with LegenDoom (using GZDoom 2.1.1. 64-bit) it spit out the following error:
Spoiler:
Then I tried putting LegenDoom in the load order first, then DoomRLA + HUD + Monsters it gives me this error:
Spoiler:
Ignore this if the reason I'm getting this error is because DoomRLA isn't compatible with LegenDoom yet and I just happen to jump the gun by trying to mash both mods together. :U
Ribo Zurai
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Re: LegenDoom [1.0]

Post by Ribo Zurai »

Update to the lastest SVN of GZDoom.
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Nems
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Re: LegenDoom [1.0]

Post by Nems »

Ribo Zurai wrote:Update to the lastest SVN of GZDoom.
I was hoping I wouldn't have to handle the Explodium versions of GZDoom for this but I guess that's out the window now. :y

Thank you. :>

EDIT: Getting the same errors even with the latest SVN of GZDoom.
Last edited by Nems on Fri Mar 11, 2016 9:13 pm, edited 1 time in total.
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wildweasel
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Re: LegenDoom [1.0]

Post by wildweasel »

Nems wrote:Ignore this if the reason I'm getting this error is because DoomRLA isn't compatible with LegenDoom yet and I just happen to jump the gun by trying to mash both mods together. :U
I've been told that the reason the DRLA Options menu is in here is in case you want the DoomRL Monsters. It isn't compatible with the Arsenal itself.
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Nems
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Re: LegenDoom [1.0]

Post by Nems »

wildweasel wrote:
Nems wrote:Ignore this if the reason I'm getting this error is because DoomRLA isn't compatible with LegenDoom yet and I just happen to jump the gun by trying to mash both mods together. :U
I've been told that the reason the DRLA Options menu is in here is in case you want the DoomRL Monsters. It isn't compatible with the Arsenal itself.
Ah, that's why. Thanks Weasel. C:

EDIT:
Spoiler:
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Yholl
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Re: LegenDoom [1.0]

Post by Yholl »

Ribo Zurai wrote:Update to the lastest SVN of GZDoom.
no bad
* Yholl slaps Ribo Zurai

Use a stable build.
Nems wrote:I saw there were some options for DoomRLA so when I tried to load it + DoomRLA HUD + DoomRLA Monsters with LegenDoom
You can't run a weapon gameplay mod with another weapon gameplay mod that doesn't make any sense.

You can run it with monster altering mods, as it says in the OP.
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Nems
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Re: LegenDoom [1.0]

Post by Nems »

Yeah, Mr. Weasel told me about that. That was my bad trying to run Arsenal with LegenDoom. P:

Rogue Like Monsters is also fun to use in conjunction with LegenDoom (and a little more on the fair and balanced side of things versus Colorful Hell).
Carrascado
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Re: LegenDoom [1.0]

Post by Carrascado »

Is there a way (or a cheat or a command) to see all the weapons? :P

Give all and Give everything don't work
FaggoStorm
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Re: LegenDoom [1.0]

Post by FaggoStorm »

Is there any way to summon a specific legendary weapon? Like, for exemple, I want to summon a Explosive SSG: whats the code I should use?

(summon "name of the gun")
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Arctangent
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Re: LegenDoom [1.0]

Post by Arctangent »

Carrascado wrote:Is there a way (or a cheat or a command) to see all the weapons? :P

Give all and Give everything don't work
I have my doubts that there's more forty actual Weapon weapons in this mod, hell there might only be ten. This really seems to me to be something that is highly reliant on Inventory tokens instead of making individual Weapons for every possible weapon trait.

If that's the case, the closest thing to implementing something like this would require a cheat that gave you every weapon, then applied every single trait to those weapons. Mind, that relies on that actually making any sense and not having any traits that would override another.
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Yholl
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Re: LegenDoom [1.0]

Post by Yholl »

Carrascado wrote:Is there a way (or a cheat or a command) to see all the weapons? :P

Give all and Give everything don't work
Nope.
Closest thing is this.
Spoiler:
FaggoStorm wrote:Is there any way to summon a specific legendary weapon? Like, for exemple, I want to summon a Explosive SSG: whats the code I should use?

(summon "name of the gun")
No.

Technically, there is a way to do this. It involves putting in a whole bunch of console commands in, and making sure they are the correct commands.
I'm unwilling to share this, because I don't want bug reports from people who mess that up and think it's a bug.

Just set your starting SSG to Rare in the options menu, or just
Spoiler:
Arctangent wrote:
Carrascado wrote:Is there a way (or a cheat or a command) to see all the weapons? :P

Give all and Give everything don't work
I have my doubts that there's more forty actual Weapon weapons in this mod, hell there might only be ten. This really seems to me to be something that is highly reliant on Inventory tokens instead of making individual Weapons for every possible weapon trait.

If that's the case, the closest thing to implementing something like this would require a cheat that gave you every weapon, then applied every single trait to those weapons. Mind, that relies on that actually making any sense and not having any traits that would override another.
9 weapons, the Doom standard.
And yes, giving yourself every single thing would cause very very bad and also amusing things to happen.
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