ScoreDoom 2.9Beta Release

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dljosef
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Re: ScoreDoom 2.4 Final Release

Post by dljosef »

To be honest, I never spawn-camp whenever I play to begin with, as I'm usually too concerned about beating the par time to worry about such.

Btw, is it likely that you'll add anymore enemies in that next version?
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BilboHicks
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Re: ScoreDoom 2.4 Final Release

Post by BilboHicks »

No new monsters, but I've made the distributions for the zombie soldier monsters better IMO. Last version was a little too biased :P
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NovaDragon
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Re: ScoreDoom 2.4 Final Release

Post by NovaDragon »

I didn't think it was that bad lol. A couple of the zombies were pretty rare to find but nothing unjust lol. You said the regeneration code was going to be removed in addition to spawning enemies right? If so im glad because Azazel wont be something to fear nearly as much. Always had trouble with him more than most of the other baron classes unless I had a BFG. I still think the pyro is a bit overkill but I know it was meant to be that powerful so no complaints there.
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BilboHicks
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Re: ScoreDoom 2.4 Final Release

Post by BilboHicks »

NovaDragon wrote:I didn't think it was that bad lol. A couple of the zombies were pretty rare to find but nothing unjust lol. You said the regeneration code was going to be removed in addition to spawning enemies right? If so im glad because Azazel wont be something to fear nearly as much. Always had trouble with him more than most of the other baron classes unless I had a BFG. I still think the pyro is a bit overkill but I know it was meant to be that powerful so no complaints there.
Yep, health regeneration has gone, since health=points. I have all the changes in, just need to update the documentation, and redo all the hashcodes for the hi score server for addonpack wads ....ugghh :cry:
Updating the hashcodes is manual and very boring and tedious, and takes about 3 hours. So will have 2.5 out hopefully this weekend, if not, very soon.
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BilboHicks
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Re: ScoreDoom 2.5 Final Release

Post by BilboHicks »

Release 2.5 (final)
*********************
Originally planned as a minor update to 2.4 to fix an addonpack problem, 2.5 has many other improvements.
Summoned/Spawned/Resurrected enemies do NOT score points now. This is to stop spawn-camping, and likewise to give the player urgency to take out the summoner.
With the addonpack, extra powerups now spawn in the same place, rather than their placement depending on which order enemies were killed. Its still possible though for powerups to spawn in unreachable locations.
With the addonpack, the custom zombie soldier replacements are improved, and the Golem is toned down.
A few other minor enhancements.
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InsanityBringer
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Re: ScoreDoom 2.5 Final Release

Post by InsanityBringer »

...Lets watch as soon enough in a week or two you find some things that are in a serious need of tweaking... :P
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BilboHicks
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Re: ScoreDoom 2.5 Final Release

Post by BilboHicks »

InsanityBringer wrote:...Lets watch as soon enough in a week or two you find some things that are in a serious need of tweaking... :P
LMAO. Thats almost exactly what my significant other told me this morning as I was uploading the files. Well, I certainly have no more plans to update it, in lieu of any major bugs introduced by the new features... though I know you don't believe me ;-)

EDIT: Updated 2.5 to fix a major bug which was introduced when not using the addonpack. You will need this for online hi scores.

EDIT2: Updated one more time, since I rushed the last fix :roll:
http://files.filefront.com/gzscoredoom+ ... einfo.html

@NovaDragon (&anyone else): You mentioned some intermittent crashes on HR2? Well I had 1 crash out of the blue while playing E1M3. Have not been able to reproduce it. This was on my new Vista machine though. Let me know if you encounter crashes like this. I did play about with the opengl settings as well, like setting rendering from 'speed' to 'quality'.
blueoyster
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Re: ScoreDoom 2.5 Final Release

Post by blueoyster »

When I use NashGore with ScoreDoom the custom monsters do not appear, even if i type sp_random_custom_monsters = true in the console, what the eff. :(
Solution por favor?
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NovaDragon
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Re: ScoreDoom 2.5 Final Release

Post by NovaDragon »

Ahhh yes the crashes. I just had one recently playing the destroy hell megawad and again it was outta the blue. I have a dell and the dells graphics card hates opengl and i get alot of crashes so i turn the opengl off. Even with it off though i still get the crashes from time to time. I really think it may have something to do with vista as thats the version of windows I am using. Just like what you said, its outta the blue and no errors pop up. So Im at a lost for words unless I can somehow try this on an xp computer to see if thats it.

(just as a small log, crashes on these wads)
Hell Revealed 2
Destroy-Hell
HolyHell
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BilboHicks
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Re: ScoreDoom 2.5 Final Release

Post by BilboHicks »

blueoyster wrote:When I use NashGore with ScoreDoom the custom monsters do not appear, even if i type sp_random_custom_monsters = true in the console, what the eff. :(
Solution por favor?
ScoreDoom doesnt support Nash Gore. Sorry.

@NovaDragon: Not impressed with Vista in general, think it sucks bad. There is this though, which may help: http://www.howtogeek.com/howto/windows- ... lity-mode/
It could well be the version of gzdoom I'm using, not jiving with Vista, since the codebase of gzdoom, 1.029, that I'm using was the first build to support Vista. Edward850 may get his wish. But I'm still holding out for now.
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NovaDragon
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Re: ScoreDoom 2.5 Final Release

Post by NovaDragon »

Sweet thanks alot for this information! Im going to try this out and see how it works out in a few minutes. I start school again this week but that gives me time to at least check the forums so ima head on up and test this out now and see how much it helps. I will run the extensively large levels like the ones in Holyhell and see if the crash comes in the second level like normal. Ill prolly write an follow-up post sometime tonight in class if i have the time and let you know how that works out!
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BilboHicks
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Re: ScoreDoom 2.5 Final Release

Post by BilboHicks »

No problem, don't sweat it. I've been playing extensively and it hasn't crashed yet, and I havent bothered to apply those settings yet either.
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NovaDragon
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Re: ScoreDoom 2.5 Final Release

Post by NovaDragon »

I did try this out (sorry i couldnt respond earlier) and so far I havent seen much difference. Actually as soon as I ran it under a compatibility mode it nearly crashed right from the start. I did only try one setting so I will experiment with more of them and see which one yeilds the best results if any. Seems like any port (scoredoom, gzdoom) that supports and uses opengl even if i disable it has a tendency to yeild those crashes. The only one that hasnt yet is skulltag an I use regular zdoom because it doesnt crash. (as a regular port aside from scoredoom) I think it is because of vista but like mentioned before, the crashes are outta nowhere and no report is left behind. Ill experiment some more with the newest version and see what happens.
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BlackBlaze
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Re: ScoreDoom 2.5 Final Release

Post by BlackBlaze »

I approve of this new update bro. I been waiting for this to comeout. Good Job. I made a mini preview also. I picked a random stage on Plutonia wad. Look out brothers. I will be ScoreDoom Champion! LOL! :twisted: http://www.youtube.com/watch?v=LK3gcZUX ... annel_page
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dljosef
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Re: ScoreDoom 2.5 Final Release

Post by dljosef »

Upon starting up scoredoom again after I came fresh from beating Perdition's Gate, I started up Hell To Pay, and I got *Online Highscoring Disabled*

Mind telling me what's going on? (I noticed that the highscores are gone again. (great, now I have to beat Doom 2 all over again)

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