Doomvengers: Earth's Weirdest Heroes (v1.4 10/23/2021)

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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (v1.4 10/23/2021)

Post by Captain Ventris »

Starman the Blaziken wrote:I have a bit of a curious question about Possesso in this mod and the fact no ammo boxes seem to spawn and I am probably not gonna seek for a buried comment if it exists, but despite the original mod having them for the appropriate monsters to pick up and the lil' bit old manual saying that ammo is a thing for him. What is up with that?
Ah, I wanted to not make the hosts last too long. The hosts that require ammo are either overwhelmingly strong or really weak, so it seemed weird to extend their usefulness too much.
Starman the Blaziken
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Re: Doomvengers: Earth's Weirdest Heroes (v1.4 10/23/2021)

Post by Starman the Blaziken »

Captain Ventris wrote:
Starman the Blaziken wrote:I have a bit of a curious question about Possesso in this mod and the fact no ammo boxes seem to spawn and I am probably not gonna seek for a buried comment if it exists, but despite the original mod having them for the appropriate monsters to pick up and the lil' bit old manual saying that ammo is a thing for him. What is up with that?
Ah, I wanted to not make the hosts last too long. The hosts that require ammo are either overwhelmingly strong or really weak, so it seemed weird to extend their usefulness too much.
Pretty sure that hand can go to demons though since a good part of them have it regenerate, those of which I prefer to use over ammo users when their is a decent chance even imps.

An edit: I think I came across a bug while playing some more of Possesso, not sure how it really triggered... But while fiddling around with a rather intense area with chaingunners that lower while teleporting in, I got to a chaingunner that when I finally ran out of ammo and could not let me exit the body and I took damage as Possesso and died as it. Basically I can be stuck for the rest of the level as a melee 100 HP only monster for some reason.
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (v1.4 10/23/2021)

Post by Captain Ventris »

Starman the Blaziken wrote:An edit: I think I came across a bug while playing some more of Possesso, not sure how it really triggered... But while fiddling around with a rather intense area with chaingunners that lower while teleporting in, I got to a chaingunner that when I finally ran out of ammo and could not let me exit the body and I took damage as Possesso and died as it. Basically I can be stuck for the rest of the level as a melee 100 HP only monster for some reason.
I believe that happens if two corpses line up exactly on top of each other. Not sure what can be done about it, sadly :(
Starman the Blaziken
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Re: Doomvengers: Earth's Weirdest Heroes (v1.4 10/23/2021)

Post by Starman the Blaziken »

Captain Ventris wrote:
Starman the Blaziken wrote:An edit: I think I came across a bug while playing some more of Possesso, not sure how it really triggered... But while fiddling around with a rather intense area with chaingunners that lower while teleporting in, I got to a chaingunner that when I finally ran out of ammo and could not let me exit the body and I took damage as Possesso and died as it. Basically I can be stuck for the rest of the level as a melee 100 HP only monster for some reason.
I believe that happens if two corpses line up exactly on top of each other. Not sure what can be done about it, sadly :(
I do not believe that was the case... But... You might not be wrong on that one. It can be a setback that might just let me stop the map set with Possesso when that happens sadly.
Doge
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Re: Doomvengers: Earth's Weirdest Heroes (v1.4 10/23/2021)

Post by Doge »

hey dude,why the title of the mod say that 1.4 updated was out recently but theres only download for the 1.3 version
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (v1.4 10/23/2021)

Post by Captain Ventris »

Doge wrote:hey dude,why the title of the mod say that 1.4 updated was out recently but theres only download for the 1.3 version
The download link is for the right version, I just forgot to update the first post to reflect the version number.
Goodsir420
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Re: Doomvengers: Earth's Weirdest Heroes (v1.4 10/23/2021)

Post by Goodsir420 »

Sorry to bring up an old post, but information on this subject is pretty scarce. I'm looking to create a compatibility patch for possessme and VDPMonsterRandomizer, you could say its my dream mod. Since you've created some patches, I wonder if you could help guide me towards my goal. I understand it is a large amount of work considering vdp has over 260 monsters, but I'm willing to make an effort if I can manage to understand the essentials to make a patch. Any guidance or tutorials would be mighty helpful. Thank you.
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (v1.4 10/23/2021)

Post by Captain Ventris »

Goodsir420 wrote:Sorry to bring up an old post, but information on this subject is pretty scarce. I'm looking to create a compatibility patch for possessme and VDPMonsterRandomizer, you could say its my dream mod. Since you've created some patches, I wonder if you could help guide me towards my goal. I understand it is a large amount of work considering vdp has over 260 monsters, but I'm willing to make an effort if I can manage to understand the essentials to make a patch. Any guidance or tutorials would be mighty helpful. Thank you.
The compatibility work is really just learning the bizarre coding of Possess Me and making player classes. Just a ton of grunt work. Don’t really have any suggestions, it’s just gonna be slow going as you make the numerous actors necessary.
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (v1.4 10/23/2021)

Post by Captain Ventris »

Hopped back on just to update links in the first post on request. The wad is once more downloadable.

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