ScoreDoom 2.9Beta Release

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dljosef
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Re: ScoreDoom 2.7v2 Release

Post by dljosef »

I found a rather strange bug: when killing a part of the spider mastermind chain, the next in line would likely just split into two, meaning the player would have one more part of a boss rush on their plate.

Edit: I'd like to point out that the super cyber doesn't have a death sound.
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BilboHicks
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Re: ScoreDoom 2.7v2 Release

Post by BilboHicks »

dljosef wrote:I found a rather strange bug: when killing a part of the spider mastermind chain, the next in line would likely just split into two, meaning the player would have one more part of a boss rush on their plate.

Edit: I'd like to point out that the super cyber doesn't have a death sound.
Hi. Yes, I have found this too. Its due to the other enemies on the level not having -SOLID set on them. This can happen when a boss dies whilst infighting say the baron replacement on E3M8. I will add a patch for this when I get some time.
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dljosef
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Re: ScoreDoom 2.7v2 Release

Post by dljosef »

I also noticed that it is possible for "boss rush chain" enemies to show up outside of Ultimate Doom. For instance: a few of the maps in Consoledoom. (Map11, Map23, and Map30 come to mind.)
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BilboHicks
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Re: ScoreDoom 2.7v2 Release

Post by BilboHicks »

dljosef wrote:I also noticed that it is possible for "boss rush chain" enemies to show up outside of Ultimate Doom. For instance: a few of the maps in Consoledoom. (Map11, Map23, and Map30 come to mind.)
Oh yes. Any level flagged as a Baron, Cyber or Spid Master Special will kick off the boss rush.

I'm looking to have a final release of this mod sometime soon. So if any one has any monster requests to add, just post here, and link to the wad it is in. I would like to put together a final 'official' addonpack to go with it. I may add more monsters to the addonpack in the further future (any really cool beastiary additions), but it will not be supported 'officially' by the Scoredoom leaderboards.

I also plan to release the latest Hi Score Server code & utility scripts so you can run your own server. Its frankly a nightmare to set up, unless you are very familiar with mysql & php, partly due to my impatient coding, but its something :P
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dljosef
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Re: ScoreDoom 2.7v2 Release

Post by dljosef »

There are plenty of monsters in Heirachy of Chaos that can be used, and I mean the ones that aren't used already. (Gargantus, Obliterator, and Cyberbot for instance. There's also that spreadfire soldier that's part of the original human resource wad.) http://wadhost.fathax.com/files/heirach ... -_v1.7.rar

There are also the Armored Baron and Ignis Locus from Justice: Infernal Mechanics. http://doomworld.com/idgames/index.php?id=15272

One last thing, there is the Cyberfiend from the beastiary. (I'll also be looking forward to new archvile replacements if you're thinking of finding any)
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BilboHicks
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Re: ScoreDoom 2.7v2 Release

Post by BilboHicks »

dljosef wrote:There are plenty of monsters in Heirachy of Chaos that can be used, and I mean the ones that aren't used already. (Gargantus, Obliterator, and Cyberbot for instance. There's also that spreadfire soldier that's part of the original human resource wad.) http://wadhost.fathax.com/files/heirach ... -_v1.7.rar

There are also the Armored Baron and Ignis Locus from Justice: Infernal Mechanics. http://doomworld.com/idgames/index.php?id=15272

One last thing, there is the Cyberfiend from the beastiary. (I'll also be looking forward to new archvile replacements if you're thinking of finding any)
Cheers.
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NovaDragon
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Re: ScoreDoom 2.7v2 Release

Post by NovaDragon »

Hey man, I just sent you an email bilbo about a few monsters that i found on my harddrive.
Some of these arent too great but if you wanna check a few of them out and consider them, that
would be awsome! Also as mentioned before there is the old monster resource wad with a few that arent
on the bestiary as well. Also if you search idgames forums in the combos section, there is a boss named Lord vile.
I suppose he would be a good challenge since he is a violent boss and is capable of harsh attacks and may fit in highly well. These are all ideas for a few new beasties!
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dljosef
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Re: ScoreDoom 2.7v2 Release

Post by dljosef »

One last thing I would like to suggest: Add a few more good megawads to the leaderboard list.

My picks:

Beyond the Hell. http://www.doomworld.com/idgames/index.php?id=13959
Invasion II http://www.doomworld.com/idgames/index.php?id=9180
Enjay ZDoom http://www.doomworld.com/idgames/index.php?id=10191
Heroes' Tales http://www.doomworld.com/idgames/index.php?id=15852

Edit: Oh, and I like to suggest removing those Hell Roses, since they will make certain maps impossible to max kills without cheating because they won't teleport in. (A few hell revealed maps come to mind)
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NovaDragon
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Re: ScoreDoom 2.7v2 Release

Post by NovaDragon »

I just wanna report a small sound glitch with the new version. I see you updated the shadow and heresy lords
sounds to match those of the bestiary. The only problem is when the shadow dies it sounds like a stealth fighter than
the actual shadow. Its not a killer bug obvioustly but it sounds pretty funny hearing a shadow die like a human.

@Dljoseph - That is a good point but if you go ahead in your configuration files, you can just change the encounter rate from 1 to 0, thats what i did. Also if you type in the apprentice of dsparil into the chaingunner replacments it will cause it to returm to the fray. I had to do that with the overlord and cybruiser as well.
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dljosef
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Re: ScoreDoom 2.7v2 Release

Post by dljosef »

@NovaDragon: Oh, but I doubt the high score servers would support the lack of hell roses... or do they?
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BilboHicks
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Re: ScoreDoom 2.7v2 Release

Post by BilboHicks »

duly noted about the shadow. Also, I intend to re-ad the apprentice, it must of got lost in the mix.

The 'official' hi score server wouldnt support any changes in the config no. I'll take another look at the hell rose, since at times they can be annoying in the wrong places. I may just make them all the spider spawner kind.
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dljosef
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Re: ScoreDoom 2.7v2 Release

Post by dljosef »

I forgot to mention one thing: The tornado demon is way too annoying for a hell knight replacement because he goes into his invincible tornado form so damn much. An Archvile replacement is much more fitting imho because of the annoyance factor of the tornado thing alone.

Edit: I noticed that at certain maps, such as the majority of the maps in Herian 1 and Demonfear, the par time is small compared to the map even though there are high-power enemies. (This is especially evident if the map in question requires switch and key hunting.)
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BilboHicks
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Re: ScoreDoom 2.7v2 Release

Post by BilboHicks »

dljosef wrote:
Edit: I noticed that at certain maps, such as the majority of the maps in Herian 1 and Demonfear, the par time is small compared to the map even though there are high-power enemies. (This is especially evident if the map in question requires switch and key hunting.)
How small? Like it is impossible to meet par time, while killing/getting everything (secrets & items)? I can take a look at tweaking the par time calculation. I'm already using map sector counts for wads like for TeamTNT's Return from Oblivion.

Just an update on the final official release. Its very close. I have a veritable ton of new monsters added to the pack, based on suggestions. There are some real cool ones, but I have to admit, some which don't vary too much from whats in the pack already, but are still pretty cool. There have been some other tweaks too:
* the terrorsphere has been toned down from 1 minute to 30 secs.
* the smartbomb now forces radius damage on bosses, so it can harm bosses better and no-radius damage flagged monsters.
* There is a Former UAC Scientist monster, which occasionally shows up and will drop UAC data you can pick up for +250, +500 & +1000 bonus points. They sort of take off like the points bunny, but nearly so frenetic!
* The Boss Rushs have been improved, so that spawned in bosses dont sometimes split into two. New bosses have been added and more extra monsters spawn in as well.

Im anticipating some content conflicts post-release, so keep me updated on conflicting sprites & sounds, but I dont think there will be many problems. There will be a couple of new variations on a couple of cool bosses added too.
Thats about it.
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dljosef
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Re: ScoreDoom 2.7v2 Release

Post by dljosef »

@Bilbo - Small as in, for instance, Demonfear's map32's par time is 1 minute 40-something seconds. (even though there's a diabloist in it. Then again, that megawad's maps usually have a pretty low sector count, so getting everything without going over the par time limit's usually extremely difficult if not impossible)

Edit: I'm glad to see that the smart bomb now works against those radius damage-immune enemies and bosses, though I'll refrain from using them on the mega-bosses unless I'm surrounded.
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BilboHicks
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Re: ScoreDoom 2.7v2 Release

Post by BilboHicks »

dljosef wrote:@Bilbo - Small as in, for instance, Demonfear's map32's par time is 1 minute 40-something seconds. (even though there's a diabloist in it. Then again, that megawad's maps usually have a pretty low sector count, so getting everything without going over the par time limit's usually extremely difficult if not impossible)
well, it is doable! http://www.youtube.com/user/blob1024#p/ ... Xcf4UQxlP8

:D

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