There is; I used it in ww-terror to account for my powerup-replacing hostages. (They'll auto-rescue themselves if you accidentally telefrag one.)Rowsol wrote:I think I remember reading there was a death.tele option? (or something like that, don't quote me on this)
Colourful Hell 1.02 now with zandro friendly version included
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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.
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Re: [WIP]Colourful Hell 0.5 up to tier red
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Re: [WIP]Colourful Hell 0.5 up to tier red
Seems like there really is(death.telefrag), so I made a little not so special easteregg on telefragging the red cybie for the next release.
I also removed the silly shockwave after death, it was kinda unfair considering it dropped the loot and then when you went to get it "eyyy get shockwaved"
I'll probably do a new release once I get a few of them black tier enemies done
So far I've only gotten one done, which is a really fun one if you like monty python references.
I also removed the silly shockwave after death, it was kinda unfair considering it dropped the loot and then when you went to get it "eyyy get shockwaved"
I'll probably do a new release once I get a few of them black tier enemies done
So far I've only gotten one done, which is a really fun one if you like monty python references.
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Re: [WIP]Colourful Hell 0.55 up to tier red
you know I probably wouldnt constantly be updating this if I really had something else to do during my days.
but I dont
Version 0.55 up:
-Purple Spidie no longer gets stuck on their minions.
-Slight tweaks to few lesser foes
-Red Spidie's death plosion no longer hurts so much
-Red Cybie no longer makes a shockwave when it dies, that was cheap, I admit it
-Added Black Revenant spawn, none shall pass it
-Added Black Shotgunner Spawn
-Added White Shotgunner spawn, the poor soul who gets this spawn, I am already so, so sorry
but I dont
Version 0.55 up:
-Purple Spidie no longer gets stuck on their minions.
-Slight tweaks to few lesser foes
-Red Spidie's death plosion no longer hurts so much
-Red Cybie no longer makes a shockwave when it dies, that was cheap, I admit it
-Added Black Revenant spawn, none shall pass it
-Added Black Shotgunner Spawn
-Added White Shotgunner spawn, the poor soul who gets this spawn, I am already so, so sorry
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Re: [WIP]Colourful Hell 0.55 up to tier red
you should use this to color your Archviles, it works much better for them.
http://zdoom.org/wiki/Translation#Desat ... anslations
put this one for a monster as a test:
and tell me if you like it.
http://zdoom.org/wiki/Translation#Desat ... anslations
put this one for a monster as a test:
Code: Select all
Translation "0:255=%[0.0, 0.0, 0.0]:[0.0, 0.5, 0.0]"
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Re: [WIP]Colourful Hell 0.55 up to tier red
Eyy, thats actually pretty neat!BFG wrote:you should use this to color your Archviles, it works much better for them.
http://zdoom.org/wiki/Translation#Desat ... anslations
put this one for a monster as a test:
and tell me if you like it.Code: Select all
Translation "0:255=%[0.0, 0.0, 0.0]:[0.0, 0.5, 0.0]"
Tho, I'm not sure if its that good idea for archviles cause it kills the brightness when they attack too it seems, and archviles kinda need to be visible.
However, for other monsters like the mancubi and cacodemons this could look pretty damn sweet.
tho I'm not sure how to make it work completely properly tho without making it too dominant, adding the current test line kinda just makes everything pretty bland monotone
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Re: [WIP]Colourful Hell 0.55 up to tier red
similar to what I had with my Vile variant, I had a blue one, I just put separate flame actors around him when he's using his attack and his death animation I made him explode into different pieces, but I did have an idea of putting a brightmap of his blood so that it would be a different color.
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Re: [WIP]Colourful Hell 0.55 up to tier red
I noticed a few console errors when I loaded the latest version:
Without opening the file, I can tell that this is probably the same mistake you made the last time I cleaned up the file. You used 0 instead of "none" for the pufftype and spawn class on the rail attacks.
So far, I'm liking what I see. This makes the imbalanced weapon mods actually a challenge for once.
Code: Select all
Script warning, "colourfullhell55.pk3:decorate/masterminds" line 856:
Unknown class name '0'
Script warning, "colourfullhell55.pk3:decorate/masterminds" line 856:
Unknown class name '0'
Script warning, "colourfullhell55.pk3:decorate/masterminds" line 889:
Unknown class name '0'
Script warning, "colourfullhell55.pk3:decorate/masterminds" line 889:
Unknown class name '0'
So far, I'm liking what I see. This makes the imbalanced weapon mods actually a challenge for once.
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Re: [WIP]Colourful Hell 0.55 up to tier red
Hmmm.. I'll play around with it a bit more and see how it goes, I could try the brightmaps too at some pointsimilar to what I had with my Vile variant, I had a blue one, I just put separate flame actors around him when he's using his attack and his death animation I made him explode into different pieces, but I did have an idea of putting a brightmap of his blood so that it would be a different color
Whoops, those should be fixed for this release tho. The railgun has so many parameters it tends to cause so easy confusion.jpalomo wrote:I noticed a few console errors when I loaded the latest version:Without opening the file, I can tell that this is probably the same mistake you made the last time I cleaned up the file. You used 0 instead of "none" for the pufftype and spawn class on the rail attacks.Code: Select all
Script warning, "colourfullhell55.pk3:decorate/masterminds" line 856: Unknown class name '0' Script warning, "colourfullhell55.pk3:decorate/masterminds" line 856: Unknown class name '0' Script warning, "colourfullhell55.pk3:decorate/masterminds" line 889: Unknown class name '0' Script warning, "colourfullhell55.pk3:decorate/masterminds" line 889: Unknown class name '0'
So far, I'm liking what I see. This makes the imbalanced weapon mods actually a challenge for once.
Released 0.57, not much added but there are some balance changes and other things;
Spoiler:
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Re: [WIP]Colourful Hell 0.57 up to tier red
For the next release as I work on more black spawns
We have:
We have:
Spoiler:
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Re: [WIP]Colourful Hell 0.57 up to tier red
oh sweet honeypie.
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Re: [WIP]Colourful Hell 0.57 up to tier red
Well I've kinda been unable to focus lately so I've kinda done less than I've planned.
Regardless I'll just drop update 0.60 now and then try get my act together again.
Changes;
Regardless I'll just drop update 0.60 now and then try get my act together again.
Changes;
Spoiler:
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Re: [WIP]Colourful Hell 0.60 bees are here
When the bees attack you there should be a small chance your pain noise gets replaced with Cage's NOT THE BEES AAAHHH A+ dialogue.
Last edited by -Ghost- on Sun Apr 12, 2015 12:39 am, edited 1 time in total.
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Re: [WIP]Colourful Hell 0.60 bees are here
winning.-Ghost- wrote:When they bees attack you there should be a small chance your pain noise gets replaced with Cage's NOT THE BEES AAAHHH A+ dialogue.
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Re: [WIP]Colourful Hell 0.60 bees are here
I really, really want to make a compatibility patch for my strange weapons mod for this (and adjust XP value for higher tier monsters accordingly), but I'd rather wait until you've done all colors for all monsters first.
That way I'll make it in one shot.
That way I'll make it in one shot.
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Re: [WIP]Colourful Hell 0.60 bees are here
This looks like a lot of fun!
I'll definitely have to try this out, especially with some OBLIGE maps.
I'll definitely have to try this out, especially with some OBLIGE maps.