Satanic Redux V10.8 Released! 5/31/12
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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: Satanic Redux V10.666 Released! 4/1/12
Mediafire keeps on having problems with the cloud for me.
Re: Satanic Redux V10.666 Released! 4/1/12
Lately, I have to reset the page and repair several times to get things working. I'm getting fed up with Mediafire these days. They used to be fairly reliable; not anymore.Big C wrote:Mediafire keeps on having problems with the cloud for me.
Last edited by amv2k9 on Sat Apr 07, 2012 1:30 pm, edited 1 time in total.
Re: Satanic Redux V10.666 Released! 4/1/12
If it makes you feel better, you're not the only one suffering from it. :/ I just had the same problem with the Brutal Doom 0.15 download.amv2k9 wrote:Lately, I have to reset the page and repair several times to get things working. I'm getting fed up with Mediafire these days. They used to be fairly reliable; not anymore.Big C wrote:Mediafire keeps on having problems with the cloud for me.
.
/me predicts an increase in DRDTeam uploads in the next month
Re: Satanic Redux V10.666 Released! 4/1/12
So I just found out DRDTeam doesn't need FTP to upload files; I figured it did, like ye olde idgames.Big C wrote:/me predicts an increase in DRDTeam uploads in the next month
Here goes nothin:
Primary download for Satanic Redux will be on DRDTeam from now on.
Re: Satanic Redux V10.666 Released! 4/1/12
I would take this as an optional mode, but...amv2k9 wrote:There's something I've been considering doing for a while; a low health warning. When your health is below fifty you'd have a heartbeat sound, and as your health gets closer and closer to zero, it'd play at a faster rate. Does anyone think that'd be a good idea, or would it be too annoying?
For me it would godsend, because I very rarely glance the health bar. Mods where low(er) health is shown as a red outline or similar flashy fashion on hud, or grunts of pain, works very well for me.
My idea how the system would work: put the sound start at 60, it would sound between 6 seconds, to give clue for player that his health starts to degrade, and probably switch for blood magic/genesis/leech soon. And lowest to 15, where it would sound every 0.33 seconds interval. This is just my example how system should be implemented. Dunno how you are going to design it, though.
ABUSE had this similar heartbeat system, and it was excellent. Not annoying, except if you were all time in below 10 health.
.:edit:.
Okay, so I took short spin with the necrorunner. Obviously, if someone wants more fast-paced action instead of tactical angle, it does its job admirably.
Only complaint I had to give is the lack of melee option, if someone goes trigger happy.
Re: Satanic Redux V10.666 Released! 4/1/12
I'm considering whether or not to make the Leech a starter weapon (right now, it spawns where a Chainsaw would in vanilla Doom). Also, to anyone that plays Necrorunner: Do you think a Chaingun-like weapon would be useful? I've already put together most of what I need to make it, but I'm at a loss as to what its altfire should be; I'm leaning towards some kind of health-stealing attack. The weapon uses modified Wraithverge graphics, since that weapon had a pretty evil look to it already.CorSair wrote:Okay, so I took short spin with the necrorunner. Obviously, if someone wants more fast-paced action instead of tactical angle, it does its job admirably.
Only complaint I had to give is the lack of melee option, if someone goes trigger happy.
Re: Satanic Redux V10.7 Released! 5/3/12
Version 10.7 of Satanic Redux is now out! Check the first post for the download.
V10.7 Changelog:
Gameplay Changes/Fixes:
-Previously, pressing the tertiary fire button while posessing a monster would end the posession. This has been fixed.
-Previously, getting killed while the Eagle's scope was active crashed GZDoom, thanks to a 0-tic Deselect state. This has FINALLY been fixed.
V10.7 Changelog:
Gameplay Changes/Fixes:
-Previously, pressing the tertiary fire button while posessing a monster would end the posession. This has been fixed.
-Previously, getting killed while the Eagle's scope was active crashed GZDoom, thanks to a 0-tic Deselect state. This has FINALLY been fixed.
Re: Satanic Redux V10.7 Released! 5/3/12
10.8 is probably going to be the last version, barring unforseen things; most every bug that I can fix has been fixed, and I'm pretty much out of ideas. One of the things I may do for 10.8 is customized crosshairs for each weapon, thanks to a sweet pack of crosshairs I found. But I'd like to get people's opinions on it first; I've never really seen discussion about custom crosshairs or crosshairs period for that matter, and thus I don't really have a feel for what people think of 'em. If I do implement it, and you happen to be someone who doesn't like the idea, don't worry; I've already got some code worked up so that you'll be able to toggle these per-weapon crosshairs on and off, thus allowing you to have any crosshair (or no crosshair at all) selected, and each weapon will not override your choice. And of course setting crosshairforce to 1 in the console will work as well.
Re: Satanic Redux V10.8 Released! 5/31/12
Version 10.8 of Satanic Redux is now out! Check the first post for the download.
V10.8 Changelog:
Gameplay Changes/Fixes:
-The Tainted Cross, a weapon found in place of the Chaingun, can now be found exclusively on Necrorunner difficulties. Its primary fire consumes Mana and rapidfires hitscan spirits, its secondary uses tainted mana cubes as ammo and launches a projectile that will burst on impact and split up into several spirits that will attack enemies and restore your health. The secondary attack can be done without enough ammo, but it will consume forty Mana instead. Mana
cubes are dropped by stronger demons; Revenants and Mancubi have a low chance of dropping them, Archviles and Flesh Wizards have a higher chance of dropping them, and Cyberdemons, Dark Cardinals, Spider Masterminds and Spider Demolishers will always drop them.
-The Kindred Genesis' primary fire ability no longer executes if your health is already at 200, preventing you from wasting Mana.
-The Kindred Genesis now has a secondary fire ability. Press and hold the secondary fire button to rapidly restore health. Mana usage is less efficient in this mode, however.
-Killing monsters with headshots (former humans, imps, barons and archviles) will restore a bit of your life.
-The ability to exit the Maledictory Eagle's scope immediately following a shot has been added back in.
-The secondary fire of the Posession Gauntlets no longer takes Mana regardless of whether or not you hit an enemy with it; it will only subtract ammo if you successfully turned an enemy.
-Picking up a Deadman Head now only gives you one head ammo, regardless of skill. This should have been how it worked previously, but I forgot that a weapon that gives ammo will not respect that ammo's +INGORESKILL flag if set, and thus the weapon needs that flag as well.
-Dark Cardinals no longer have fire immunity, but fire resistance like Cyberdemons.
Cosmetic Changes/Fixes:
-The new blood now works when you shoot an enemy with the Defiler. I can't take credit for fixing this; I haven't touched the applicable code. Something in one of the more recent SVNs must have unborked this.
-New throwing animations for the Deadman Head weapon to accompany a streamlining of the weapon's code. Previously it relied on a lot of redundant inventory hacks; now it just uses A_Refire.
-Scope graphics now have BRIGHT applied; should make it easier to tell how long till you can take another shot when standing in very low light sectors.
-Changed Shadow summoning sequence.
-Lighter weapons such as the magic spells now have different bob animations.
-Each weapon now has its own custom crosshair. This feature can be toggled on and off in game by setting a key to the "Toggle Per-Weapon Crosshairs" function in the "Satanic Redux: Function Keys" section of the Customize Controls menu, or by opening the console and typing "crosshairforce 1", without quotes.
V10.8 Changelog:
Gameplay Changes/Fixes:
-The Tainted Cross, a weapon found in place of the Chaingun, can now be found exclusively on Necrorunner difficulties. Its primary fire consumes Mana and rapidfires hitscan spirits, its secondary uses tainted mana cubes as ammo and launches a projectile that will burst on impact and split up into several spirits that will attack enemies and restore your health. The secondary attack can be done without enough ammo, but it will consume forty Mana instead. Mana
cubes are dropped by stronger demons; Revenants and Mancubi have a low chance of dropping them, Archviles and Flesh Wizards have a higher chance of dropping them, and Cyberdemons, Dark Cardinals, Spider Masterminds and Spider Demolishers will always drop them.
-The Kindred Genesis' primary fire ability no longer executes if your health is already at 200, preventing you from wasting Mana.
-The Kindred Genesis now has a secondary fire ability. Press and hold the secondary fire button to rapidly restore health. Mana usage is less efficient in this mode, however.
-Killing monsters with headshots (former humans, imps, barons and archviles) will restore a bit of your life.
-The ability to exit the Maledictory Eagle's scope immediately following a shot has been added back in.
-The secondary fire of the Posession Gauntlets no longer takes Mana regardless of whether or not you hit an enemy with it; it will only subtract ammo if you successfully turned an enemy.
-Picking up a Deadman Head now only gives you one head ammo, regardless of skill. This should have been how it worked previously, but I forgot that a weapon that gives ammo will not respect that ammo's +INGORESKILL flag if set, and thus the weapon needs that flag as well.
-Dark Cardinals no longer have fire immunity, but fire resistance like Cyberdemons.
Cosmetic Changes/Fixes:
-The new blood now works when you shoot an enemy with the Defiler. I can't take credit for fixing this; I haven't touched the applicable code. Something in one of the more recent SVNs must have unborked this.
-New throwing animations for the Deadman Head weapon to accompany a streamlining of the weapon's code. Previously it relied on a lot of redundant inventory hacks; now it just uses A_Refire.
-Scope graphics now have BRIGHT applied; should make it easier to tell how long till you can take another shot when standing in very low light sectors.
-Changed Shadow summoning sequence.
-Lighter weapons such as the magic spells now have different bob animations.
-Each weapon now has its own custom crosshair. This feature can be toggled on and off in game by setting a key to the "Toggle Per-Weapon Crosshairs" function in the "Satanic Redux: Function Keys" section of the Customize Controls menu, or by opening the console and typing "crosshairforce 1", without quotes.
Re: Satanic Redux V10.8 Released! 5/31/12
Just thought I'd leave a note here:
Some dude at twitch.tv played Satanic Redux! And I didn't even have to bribe or beg! He doesn't show off the powers, but hey, it's free advertising, so I figure I shouldn't be so choosy
http://www.twitch.tv/sanctuarycrew/b/319617387
Some dude at twitch.tv played Satanic Redux! And I didn't even have to bribe or beg! He doesn't show off the powers, but hey, it's free advertising, so I figure I shouldn't be so choosy

http://www.twitch.tv/sanctuarycrew/b/319617387
- thonglover
- Posts: 67
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Re: Satanic Redux V10.8 Released! 5/31/12
Sorry for Bumping, But i really wanted to download this, But the link is down :\ (looks like one if the best mods and i'm too late)
Re: Satanic Redux V10.8 Released! 5/31/12
Crap, forgot DRDTeam filespace was down :/
I'll need a bit of time to get something else working. It may be quicker to ask here.
I'll need a bit of time to get something else working. It may be quicker to ask here.
- Trooper 077
- Posts: 856
- Joined: Mon Aug 17, 2009 7:29 pm
Re: Satanic Redux V10.8 Released! 5/31/12
thonglover wrote:Sorry for Bumping, But i really wanted to download this, But the link is down :\ (looks like one if the best mods and i'm too late)
Welcome to the forums. We have a thread for this type of thing,
Re: Satanic Redux V10.8 Released! 5/31/12
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:O I played this and now my jaw keeps hitting the keyboard! What the hell is going on?!
I mean, am I too easy to please? This seems cacoward-worthy to me... But the original post is from 2011 and I didn't see any award for this... Or is it that this isn't very different from the original? I'm pretty new to doom modding so can any of you doom connoisseurs please comment on this?
:O I played this and now my jaw keeps hitting the keyboard! What the hell is going on?!
I mean, am I too easy to please? This seems cacoward-worthy to me... But the original post is from 2011 and I didn't see any award for this... Or is it that this isn't very different from the original? I'm pretty new to doom modding so can any of you doom connoisseurs please comment on this?
Re: Satanic Redux V10.8 Released! 5/31/12
Seriously this is one of the best mods I ever played! It's right on the top together with brutal doom. Why does it seem to get so little attention?? Is there no justice in this wicked world!?