I think I have EX enabled but it worked. And off the tip of my head it did say something like that. Either P_StartScript or A_StartScript I cant remember.Dewzanity wrote: ↑Wed Nov 15, 2023 7:42 amWell that sure is strange. It should be no different from how CH does it. If it's an EX boss that spawns, then the message isn't going to work, but regular bosses should be fine. I'm gonna need some more info, but the most likely case is faulty ACS compilation. If the console says something like P_StartScript: Unknown script "blahblahblah", then that's due to uncompiled ACS script.Thank you. Also reporting a bug that the warning quotes that play whenever certain red or orange tier enemies, as well as black and white tier enemies, does not play at all. As in they do not show up on screen.
(CH+) Colourful Hell Plus! Pre-release 3.0.1 (YAY!)
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Re: (CH+) Colourful Hell Plus! Pre-release 1 (In Progess)
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Re: (CH+) Colourful Hell Plus! Pre-release 1 (In Progess)
Well as long as the messages work some of the time, then it should be no alarm. Bugs with EX bosses and Optionals are to be expected for now.I think I have EX enabled but it worked. And off the tip of my head it did say something like that. Either P_StartScript or A_StartScript I cant remember.
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Re: (CH+) Colourful Hell Plus! Pre-release 1 (In Progess)
Hello everyone.
Do you believe in Santa Claus, or do you believe in Dewzanta Claus? You should believe in the ladder, because he's here to give you all a special Christmas present. The 2nd version of Colourful Hell Plus is officially complete and ready for release! Whether you celebrate Christmas, Hanukkah, Kwanzaa, Winter Solstice, or the new year, I'm here to deliver the hype!
I'll go over some of the biggest additions I've made to this release, and since the last update post. If you haven't already seen the previous update post, go check it out!
#4 - The optional secondary tiers
There are 7 new optional secondary tiers. Abyss, Brown, Cyan, Fireblu, Gray, Black EX, and White EX. Aside from Black EX and White EX, these optionals each do something sort of unique rather than just increased damage, health, and speed. More info on what they do will be updated in the very first post. I must warn you, don't turn on Black EX and White EX, period. In addition, Black and White secondary tiers are now also optional. That means you could ensure that Ultra Red is the worst combo of tiers you can get if you turn off everything.
#5 - New sounds pack
One of the best additions for this release is new sounds for every secondary tier. For example, secondary green enemies will now play their sounds a bit slower, and secondary black and white will have their sounds super slowed down. This will help with further distinguishing which enemies you're fighting against, and which boss you'll have to deal with. If two Black Hell Knights spawn in one level, one is common secondary, and the other is yellow secondary, you'll be able to tell which one is the Yellow Black Hell Knight or the regular one. Plus, the stronger secondary tiers sound more intimidating.
In order to have done this, there wasn't a way I knew of where I could slow down sounds using DECORATE/ZSCRIPT, so I instead provided a sounds pack containing over 12,000 sounds, over 800 for each secondary tier, times 14. This sounds pack takes up 170MB, so I thought it would be best to give people the option to play with it or not to. Both the mod and the sounds will be separate downloads to accommodate those who prefer to conserve storage. If you choose not to use the sounds pack, the regular sounds will be used like it has been already. If you do want to use the sounds pack, be sure that the load order is the latest version of CH, the latest version of CHP, and then the sounds pack.
#6 - Misc settings and tons of enemy balancing
With the 2nd version of the mod, I've deliberately made the decision to do minor/major changes to the way most enemies behave. Don't expect everything to be just like as it was in CH, many enemies have buffs, nerfs, etc, to make them more balanced in my eyes. For example, all zombies aside from White Zombie have health nerfs, some bosses like Black/White Mancubus are scaled to be bigger/smaller, Blue Revenant doesn't juke around, and the plasma projectiles don't speed up so quickly, etc, etc, the list goes on.
There are also new settings I have included, aside from optional secondary tiers. There's a setting to turn off or nerf the skeletons spawned by White Zombie. There's another to disable lackey enemies, such as the blue imps spawned by Red Hell Knight, or the lost souls from Yellow Revenant. There's a setting to modify the frequency of bosses, from none to quadruple. Best of all, there's an "Insanity Mode", which will not hesitate to kick you to the curb if you try it. Just be sure to use the damage modifiers to compensate if needed.
Oh, and White Baron and White Mind are here too. White Baron has gone through some buffs, and actually LOOKS like a White Baron, while the White Mind is the same one as my take on it.
Download
Enough blabbering, just go play the mod already. Here, take it!
Link to CHP V2 (12.8 MB) : https://www.mediafire.com/file/bdlftfez ... 2.pk3/file
Link to CHP Sound Pack (170 MB) : https://www.mediafire.com/file/4oxsja6x ... x.pk3/file
As always, if you find anything wrong, I encourage you bring it to my attention. Jolly Old Saint Dewzan would say "You've been such good boys and girls this year! What would you like for Christmas or whenever?", and you would say "Please fix this issue I found in CHP", and then I would give you your gift of patching the issues found and say "Ho ho ho! Next up, Release #3!"
Do you believe in Santa Claus, or do you believe in Dewzanta Claus? You should believe in the ladder, because he's here to give you all a special Christmas present. The 2nd version of Colourful Hell Plus is officially complete and ready for release! Whether you celebrate Christmas, Hanukkah, Kwanzaa, Winter Solstice, or the new year, I'm here to deliver the hype!
I'll go over some of the biggest additions I've made to this release, and since the last update post. If you haven't already seen the previous update post, go check it out!
#4 - The optional secondary tiers
There are 7 new optional secondary tiers. Abyss, Brown, Cyan, Fireblu, Gray, Black EX, and White EX. Aside from Black EX and White EX, these optionals each do something sort of unique rather than just increased damage, health, and speed. More info on what they do will be updated in the very first post. I must warn you, don't turn on Black EX and White EX, period. In addition, Black and White secondary tiers are now also optional. That means you could ensure that Ultra Red is the worst combo of tiers you can get if you turn off everything.
#5 - New sounds pack
One of the best additions for this release is new sounds for every secondary tier. For example, secondary green enemies will now play their sounds a bit slower, and secondary black and white will have their sounds super slowed down. This will help with further distinguishing which enemies you're fighting against, and which boss you'll have to deal with. If two Black Hell Knights spawn in one level, one is common secondary, and the other is yellow secondary, you'll be able to tell which one is the Yellow Black Hell Knight or the regular one. Plus, the stronger secondary tiers sound more intimidating.
In order to have done this, there wasn't a way I knew of where I could slow down sounds using DECORATE/ZSCRIPT, so I instead provided a sounds pack containing over 12,000 sounds, over 800 for each secondary tier, times 14. This sounds pack takes up 170MB, so I thought it would be best to give people the option to play with it or not to. Both the mod and the sounds will be separate downloads to accommodate those who prefer to conserve storage. If you choose not to use the sounds pack, the regular sounds will be used like it has been already. If you do want to use the sounds pack, be sure that the load order is the latest version of CH, the latest version of CHP, and then the sounds pack.
#6 - Misc settings and tons of enemy balancing
With the 2nd version of the mod, I've deliberately made the decision to do minor/major changes to the way most enemies behave. Don't expect everything to be just like as it was in CH, many enemies have buffs, nerfs, etc, to make them more balanced in my eyes. For example, all zombies aside from White Zombie have health nerfs, some bosses like Black/White Mancubus are scaled to be bigger/smaller, Blue Revenant doesn't juke around, and the plasma projectiles don't speed up so quickly, etc, etc, the list goes on.
There are also new settings I have included, aside from optional secondary tiers. There's a setting to turn off or nerf the skeletons spawned by White Zombie. There's another to disable lackey enemies, such as the blue imps spawned by Red Hell Knight, or the lost souls from Yellow Revenant. There's a setting to modify the frequency of bosses, from none to quadruple. Best of all, there's an "Insanity Mode", which will not hesitate to kick you to the curb if you try it. Just be sure to use the damage modifiers to compensate if needed.
Oh, and White Baron and White Mind are here too. White Baron has gone through some buffs, and actually LOOKS like a White Baron, while the White Mind is the same one as my take on it.
Download
Enough blabbering, just go play the mod already. Here, take it!
Link to CHP V2 (12.8 MB) : https://www.mediafire.com/file/bdlftfez ... 2.pk3/file
Link to CHP Sound Pack (170 MB) : https://www.mediafire.com/file/4oxsja6x ... x.pk3/file
As always, if you find anything wrong, I encourage you bring it to my attention. Jolly Old Saint Dewzan would say "You've been such good boys and girls this year! What would you like for Christmas or whenever?", and you would say "Please fix this issue I found in CHP", and then I would give you your gift of patching the issues found and say "Ho ho ho! Next up, Release #3!"
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Re: (CH+) Colourful Hell Plus! Pre-release 1 (In Progess)
Hell yeah! There is a god. Just gotta figure out which weapons mod to run this with and begin the suffering all over again.Dewzanity wrote: ↑Fri Dec 22, 2023 11:07 am Hello everyone.
Do you believe in Santa Claus, or do you believe in Dewzanta Claus? You should believe in the ladder, because he's here to give you all a special Christmas present. The 2nd version of Colourful Hell Plus is officially complete and ready for release! Whether you celebrate Christmas, Hanukkah, Kwanzaa, Winter Solstice, or the new year, I'm here to deliver the hype!
I'll go over some of the biggest additions I've made to this release, and since the last update post. If you haven't already seen the previous update post, go check it out!
#4 - The optional secondary tiers
There are 7 new optional secondary tiers. Abyss, Brown, Cyan, Fireblu, Gray, Black EX, and White EX. Aside from Black EX and White EX, these optionals each do something sort of unique rather than just increased damage, health, and speed. More info on what they do will be updated in the very first post. I must warn you, don't turn on Black EX and White EX, period. In addition, Black and White secondary tiers are now also optional. That means you could ensure that Ultra Red is the worst combo of tiers you can get if you turn off everything.
#5 - New sounds pack
One of the best additions for this release is new sounds for every secondary tier. For example, secondary green enemies will now play their sounds a bit slower, and secondary black and white will have their sounds super slowed down. This will help with further distinguishing which enemies you're fighting against, and which boss you'll have to deal with. If two Black Hell Knights spawn in one level, one is common secondary, and the other is yellow secondary, you'll be able to tell which one is the Yellow Black Hell Knight or the regular one. Plus, the stronger secondary tiers sound more intimidating.
In order to have done this, there wasn't a way I knew of where I could slow down sounds using DECORATE/ZSCRIPT, so I instead provided a sounds pack containing over 12,000 sounds, over 800 for each secondary tier, times 14. This sounds pack takes up 170MB, so I thought it would be best to give people the option to play with it or not to. Both the mod and the sounds will be separate downloads to accommodate those who prefer to conserve storage. If you choose not to use the sounds pack, the regular sounds will be used like it has been already. If you do want to use the sounds pack, be sure that the load order is the latest version of CH, the latest version of CHP, and then the sounds pack.
#6 - Misc settings and tons of enemy balancing
With the 2nd version of the mod, I've deliberately made the decision to do minor/major changes to the way most enemies behave. Don't expect everything to be just like as it was in CH, many enemies have buffs, nerfs, etc, to make them more balanced in my eyes. For example, all zombies aside from White Zombie have health nerfs, some bosses like Black/White Mancubus are scaled to be bigger/smaller, Blue Revenant doesn't juke around, and the plasma projectiles don't speed up so quickly, etc, etc, the list goes on.
There are also new settings I have included, aside from optional secondary tiers. There's a setting to turn off or nerf the skeletons spawned by White Zombie. There's another to disable lackey enemies, such as the blue imps spawned by Red Hell Knight, or the lost souls from Yellow Revenant. There's a setting to modify the frequency of bosses, from none to quadruple. Best of all, there's an "Insanity Mode", which will not hesitate to kick you to the curb if you try it. Just be sure to use the damage modifiers to compensate if needed.
Oh, and White Baron and White Mind are here too. White Baron has gone through some buffs, and actually LOOKS like a White Baron, while the White Mind is the same one as my take on it.
Download
Enough blabbering, just go play the mod already. Here, take it!
Link to CHP V2 (12.8 MB) : https://www.mediafire.com/file/bdlftfez ... 2.pk3/file
Link to CHP Sound Pack (170 MB) : https://www.mediafire.com/file/4oxsja6x ... x.pk3/file
As always, if you find anything wrong, I encourage you bring it to my attention. Jolly Old Saint Dewzan would say "You've been such good boys and girls this year! What would you like for Christmas or whenever?", and you would say "Please fix this issue I found in CHP", and then I would give you your gift of patching the issues found and say "Ho ho ho! Next up, Release #3!"
Also
> I must warn you, don't turn on Black EX and White EX
Aight bet, doing that.
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Re: (CH+) Colourful Hell Plus! Pre-release 1 (In Progess)
Hello there!
This is a (not-so) quick update. The 3rd release of CHP is nearly complete, just gotta work out some of the final touches. There's quite a lot to talk about aside from the addition of all of the optional tier enemies and the EX bosses, which puts the total amount of enemies in this add-on to well over 3000, all coded manually (totally hasn't taken hundreds of hours).
#1 - Custom Spawns
I've mentioned the idea of having custom spawns before, and I have it fully implemented and fully working! It works very similarly to the CH custom difficulty add-on, with you being able to set different numeric values for each multi-tier combination. There are 225 different values to set, 15 tiers * 15 secondary tiers. As of right now with 225 values, it is a lot of work changing values for a customized experience. That's why I've also included a whole bunch of pre-made custom spawn tables, so you can easily switch the game up.
For example, the "Insanity Mode" option in the current release has been replaced with a custom spawn preset that makes ridiculous spawns more common. There's also a preset that makes the spawns easier for casual play, a preset without any secondary tiers in case you want to experience the original CH monster roster, a preset for Black/White bosses only, challenge presets that spawn only green -> white EX secondary tiers, a preset for vanilla doom, a preset for a CH knockoff, a fireblu based preset, and a true random preset. There's so many possibilities with custom spawns, that I think this is the key to CH's excellence.
But unlike the CH custom difficulty add-on, the downside is that you cannot disable a specific enemy, you must disable the entire multi-tier combo. (otherwise there would be over 3000 options instead) One thing that's changed about spawns in general since the last update, is the consistency of spawn rates between different base enemies. For instance, a Green Zombie used to have different odds for a zombie than a Green Caco had for cacodemons, but now, all multi-tier combos have the exact same odds across each base enemy, which was a very beneficial change in the making of custom spawns.
I would like to expand on the custom spawns for a future release to see if I could make an advanced editor that alters entire tiers and secondary tiers at once, options that group the smaller options together, but I'm not even sure if that's within the realm of possibility.
#2 - The EX Bosses
The EX Bosses are back, and they'll give you more of a beating than ever before. Each of the 10 EX bosses return, most of them altered in some way (especially Black Hell Knight EX and Black Arachno EX). Black Arachno EX is no longer a basic arachnotron sprite covered in tar and a purple spinkle, and Black Hell Knight EX is now a dual-wielding menace with updated sprites, and that's just 1% of the overall enemy changes for this update. Just know that with EX bosses, mixed with EX secondary tiers, you can get a multi-EX boss, a Black EX Black Imp EX if you will. Whoever beats these guys without telefrags or cheese deserves an award.
There will also be 6 new EX bosses made by me included in the 3rd release. 5 of them are already made and ready, the last one is planned and will be made soon. Just go ahead and take a guess >:)
#3 - Other nonsensical changes
I could go on and on about so many minor changes in this add-on over the past few months, they all sort of add up to one massive change. For starters, the brown secondary tier no longer resurrects enemies. I've been playtesting on slaughtermaps, and it is pure nightmare fuel the seas of endless enemies that get back up like nothing ever happened. Brown secondary enemies would snap their fingers and revive 20 enemies, and it ended up being too ridiculous, even for this add-on. So now, they do something different instead. Abyss secondary tier still resurrects enemies, though it's much less than brown ever did.
The effects from abyss and cyan enemies now have a timer displayed indicating how many seconds of slowness/reversed controls you have left. Additionally, there is a limit on how long you can be affected that caps at 20 seconds. I had to add this after a loser Abyss Black Chaingunner EX reversed my controls FOR AN HOUR! It rarely goes above a minute!
I've also redone the secondary tier translations for Gray, Fireblu, Blue, Purple, Black, and White (which took waaaay longer than you might think). Gray secondary tier is more gray-tinted to distinguish them between Black/White. Fireblu is now actually Fireblu, Blue is not Teal, and Purple, Black, and White are generally brighter.
When's the next release?
I'm very excited to get the next release out, but there are still things to finish up before that happens. You can expect the next release to be during early April at the earliest, but it should be ready in no more than a month. This 3rd release is extra special, because it marks the TRUE completion of this year-long project I've worked tirelessly on. EVERY SINGLE ENEMY in CH enemy will be fully converted, rebalanced, polished, and most importantly, will have 14 siblings that will cause you agony.
Then, the only thing left to do are the EX bosses. It's already came so soon, after a few years of CH drought. Thank you for your time, I hope you look forward to the completed add-on as much as I do.
This is a (not-so) quick update. The 3rd release of CHP is nearly complete, just gotta work out some of the final touches. There's quite a lot to talk about aside from the addition of all of the optional tier enemies and the EX bosses, which puts the total amount of enemies in this add-on to well over 3000, all coded manually (totally hasn't taken hundreds of hours).
#1 - Custom Spawns
I've mentioned the idea of having custom spawns before, and I have it fully implemented and fully working! It works very similarly to the CH custom difficulty add-on, with you being able to set different numeric values for each multi-tier combination. There are 225 different values to set, 15 tiers * 15 secondary tiers. As of right now with 225 values, it is a lot of work changing values for a customized experience. That's why I've also included a whole bunch of pre-made custom spawn tables, so you can easily switch the game up.
For example, the "Insanity Mode" option in the current release has been replaced with a custom spawn preset that makes ridiculous spawns more common. There's also a preset that makes the spawns easier for casual play, a preset without any secondary tiers in case you want to experience the original CH monster roster, a preset for Black/White bosses only, challenge presets that spawn only green -> white EX secondary tiers, a preset for vanilla doom, a preset for a CH knockoff, a fireblu based preset, and a true random preset. There's so many possibilities with custom spawns, that I think this is the key to CH's excellence.
But unlike the CH custom difficulty add-on, the downside is that you cannot disable a specific enemy, you must disable the entire multi-tier combo. (otherwise there would be over 3000 options instead) One thing that's changed about spawns in general since the last update, is the consistency of spawn rates between different base enemies. For instance, a Green Zombie used to have different odds for a zombie than a Green Caco had for cacodemons, but now, all multi-tier combos have the exact same odds across each base enemy, which was a very beneficial change in the making of custom spawns.
I would like to expand on the custom spawns for a future release to see if I could make an advanced editor that alters entire tiers and secondary tiers at once, options that group the smaller options together, but I'm not even sure if that's within the realm of possibility.
#2 - The EX Bosses
The EX Bosses are back, and they'll give you more of a beating than ever before. Each of the 10 EX bosses return, most of them altered in some way (especially Black Hell Knight EX and Black Arachno EX). Black Arachno EX is no longer a basic arachnotron sprite covered in tar and a purple spinkle, and Black Hell Knight EX is now a dual-wielding menace with updated sprites, and that's just 1% of the overall enemy changes for this update. Just know that with EX bosses, mixed with EX secondary tiers, you can get a multi-EX boss, a Black EX Black Imp EX if you will. Whoever beats these guys without telefrags or cheese deserves an award.
There will also be 6 new EX bosses made by me included in the 3rd release. 5 of them are already made and ready, the last one is planned and will be made soon. Just go ahead and take a guess >:)
#3 - Other nonsensical changes
I could go on and on about so many minor changes in this add-on over the past few months, they all sort of add up to one massive change. For starters, the brown secondary tier no longer resurrects enemies. I've been playtesting on slaughtermaps, and it is pure nightmare fuel the seas of endless enemies that get back up like nothing ever happened. Brown secondary enemies would snap their fingers and revive 20 enemies, and it ended up being too ridiculous, even for this add-on. So now, they do something different instead. Abyss secondary tier still resurrects enemies, though it's much less than brown ever did.
The effects from abyss and cyan enemies now have a timer displayed indicating how many seconds of slowness/reversed controls you have left. Additionally, there is a limit on how long you can be affected that caps at 20 seconds. I had to add this after a loser Abyss Black Chaingunner EX reversed my controls FOR AN HOUR! It rarely goes above a minute!
I've also redone the secondary tier translations for Gray, Fireblu, Blue, Purple, Black, and White (which took waaaay longer than you might think). Gray secondary tier is more gray-tinted to distinguish them between Black/White. Fireblu is now actually Fireblu, Blue is not Teal, and Purple, Black, and White are generally brighter.
When's the next release?
I'm very excited to get the next release out, but there are still things to finish up before that happens. You can expect the next release to be during early April at the earliest, but it should be ready in no more than a month. This 3rd release is extra special, because it marks the TRUE completion of this year-long project I've worked tirelessly on. EVERY SINGLE ENEMY in CH enemy will be fully converted, rebalanced, polished, and most importantly, will have 14 siblings that will cause you agony.
Then, the only thing left to do are the EX bosses. It's already came so soon, after a few years of CH drought. Thank you for your time, I hope you look forward to the completed add-on as much as I do.
Spoiler:
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Re: (CH+) Colourful Hell Plus! Pre-release 3 (YAY!)
Hello there!
Today is the release of CHP version 3. Yippee! There's not much new to talk about since the last update, so I'll keep it short.
Here are the list of EX bosses added to the mod:
Obituaries will now tell which secondary tier an enemy is that killed you, and obituaries and tags are also colored according to the tier combo.
I will also try to make a change log for future releases, as I have a bad habit of not documenting the millions of changes I've made over the months. The changelog will be found at the first post.
Download
Link to CHP V3 (30.6 MB) : https://www.mediafire.com/file/olwbyf58 ... 3.pk3/file
Link to CHP Sound Pack for V3 (202 MB) : https://www.mediafire.com/file/wzuoapmb ... x.pk3/file
It's been fun working on this mod nearly every day for the past year, but now's a good time for me to take a well deserved break now that I've done all of the optional shenanigans. I believe there are 3,630 enemies that can spawn in naturally that are coded with DECORATE. It's been a very long process, and more EX bosses are sure to arrive later in the future. I hope you all enjoy the true completion of Colourful Hell Plus!
Today is the release of CHP version 3. Yippee! There's not much new to talk about since the last update, so I'll keep it short.
Here are the list of EX bosses added to the mod:
Spoiler:All of the secondary tiers have rebalanced stat multipliers that focus less on damage output and a bit more on speed/hp. Most of the secondary tiers between green to red have been buffed slightly, while black and white secondary tiers have been nerfed. The differences can be found in the spoilers below.
Spoiler:
Spoiler:I'm open to admit that enemy resurrection from abyss/brown secondary tiers was not the best idea. Because of that, I have nerfed abyss secondary tier resurrection a bit, and brown secondary tier no longer resurrects enemies, and instead buffs them with either healing, resistance, or aggression.
Obituaries will now tell which secondary tier an enemy is that killed you, and obituaries and tags are also colored according to the tier combo.
I will also try to make a change log for future releases, as I have a bad habit of not documenting the millions of changes I've made over the months. The changelog will be found at the first post.
Download
Link to CHP V3 (30.6 MB) : https://www.mediafire.com/file/olwbyf58 ... 3.pk3/file
Link to CHP Sound Pack for V3 (202 MB) : https://www.mediafire.com/file/wzuoapmb ... x.pk3/file
It's been fun working on this mod nearly every day for the past year, but now's a good time for me to take a well deserved break now that I've done all of the optional shenanigans. I believe there are 3,630 enemies that can spawn in naturally that are coded with DECORATE. It's been a very long process, and more EX bosses are sure to arrive later in the future. I hope you all enjoy the true completion of Colourful Hell Plus!
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Re: (CH+) Colourful Hell Plus! Pre-release 3.0.1 (YAY!)
Hey everyone, just a quick update to the latest version of CHP. I will be releasing V3.0.1 which addresses a few minor issues, and most notably provides a description of the custom spawns system to hopefully make it more intuitive to new players. More info can be found within the changelog in the main topic post. That's about it, so enjoy!
Link to CHP V3.0.1 (30.6 MB) : https://www.mediafire.com/file/j7gj07y1 ... 1.pk3/file
Link to CHP V3.0.1 (30.6 MB) : https://www.mediafire.com/file/j7gj07y1 ... 1.pk3/file
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Re: (CH+) Colourful Hell Plus! Pre-release 3.0.1 (YAY!)
I have one question: do I understand correctly that for now, the secondary tier has no effect on the loot dropped from monsters?
I mean, from the regular green and ultra green zombies, for example, falls the same thing, right to the same amount?
I mean, from the regular green and ultra green zombies, for example, falls the same thing, right to the same amount?
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Re: (CH+) Colourful Hell Plus! Pre-release 3.0.1 (YAY!)
That is correct. I've thought about changing the loot drops before, but I'm not sure how I would go about doing it for the very powerful enemies that already drop megaspheres, backpacks, soulspheres and blue armors. At that point, increasing the drops or drop chances would have next to no effect.
There's also the option I've thought to make colored items that match secondary tier, but that would break compatibility with other mods. So for now, I've left the drops mostly untouched.
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Re: (CH+) Colourful Hell Plus! Pre-release 3.0.1 (YAY!)
Something I noticed with War Trophies is that the name when displayed isnt exactly clean. Instead of saying 'Blue Green Imp' it says something along the lines of CHP_Blue_Green_Imp. Ya may wanna fix that to make it neater for war trophies.
Or something along those lines.
Or something along those lines.
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Re: (CH+) Colourful Hell Plus! Pre-release 3.0.1 (YAY!)
It is like that because since R3, the tag names on enemies are now color coded to help with identifying enemies better. The names shown in War Trophies happens to display it in a way where it includes the extra code that makes the text a certain color, and showing it all in blue instead. Probably is something you should address to War Trophies to get that fixed.AliciaPendragon wrote: ↑Wed Jul 10, 2024 11:14 am Something I noticed with War Trophies is that the name when displayed isnt exactly clean. Instead of saying 'Blue Green Imp' it says something along the lines of CHP_Blue_Green_Imp. Ya may wanna fix that to make it neater for war trophies.
Or something along those lines.
For example: It shows "\c[ColorB]Blue\c- \c[ColorG]Green Imp\c-" in blue for me (a different shade of blue). ColorB and ColorG are referring to predefined text colors.
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Re: (CH+) Colourful Hell Plus! Pre-release 3.0.1 (YAY!)
Ah thought it was on this mod's end. My Bad. I'll bring it up to the War Trophies teamDewzanity wrote: ↑Wed Jul 10, 2024 6:04 pmIt is like that because since R3, the tag names on enemies are now color coded to help with identifying enemies better. The names shown in War Trophies happens to display it in a way where it includes the extra code that makes the text a certain color, and showing it all in blue instead. Probably is something you should address to War Trophies to get that fixed.AliciaPendragon wrote: ↑Wed Jul 10, 2024 11:14 am Something I noticed with War Trophies is that the name when displayed isnt exactly clean. Instead of saying 'Blue Green Imp' it says something along the lines of CHP_Blue_Green_Imp. Ya may wanna fix that to make it neater for war trophies.
Or something along those lines.
For example: It shows "\c[ColorB]Blue\c- \c[ColorG]Green Imp\c-" in blue for me (a different shade of blue). ColorB and ColorG are referring to predefined text colors.
Although now that I think about it, Dusted's Pandemonia does a similar thing with the monsters for colored names and iirc it shows up fine in War Trophies there. hmm.
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Re: (CH+) Colourful Hell Plus! Pre-release 3.0.1 (YAY!)
Hello there!
Just wanted to say that R4 is in development. It will include a brand new primary tier called Explosive Tier, as well as the explosive secondary tier. It will include 6 new EX bosses as well.
Speaking of Explosive Tier: Here it is as an add-on to CH.
Just wanted to say that R4 is in development. It will include a brand new primary tier called Explosive Tier, as well as the explosive secondary tier. It will include 6 new EX bosses as well.
Speaking of Explosive Tier: Here it is as an add-on to CH.
Spoiler:Link to Explosive Tier Add-on (4.7 MB): https://www.mediafire.com/file/xr7eotoi ... r.pk3/file
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Re: (CH+) Colourful Hell Plus! Pre-release 3.0.1 (YAY!)
Hey kiddies!
Here's an update to the Explosive Tier addon for CH. This update pretty much finalizes each of the enemies. Some of the major differences in enemies are for Explosive Chaingunner, Demon, Spectre, Arachnotron, Archvile, and Cyberdemon, though many others have some differences as well.
Explosive Monsters Changelog:
Here's an update to the Explosive Tier addon for CH. This update pretty much finalizes each of the enemies. Some of the major differences in enemies are for Explosive Chaingunner, Demon, Spectre, Arachnotron, Archvile, and Cyberdemon, though many others have some differences as well.
Explosive Monsters Changelog:
Spoiler:Link to Explosive Tier Add-on (Version 2) (4.7 MB): https://www.mediafire.com/file/xhne4ubt ... 2.pk3/file
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Re: (CH+) Colourful Hell Plus! Pre-release 3.0.1 (YAY!)
GGs. very nice stuff