[WIP]Colourful Hell 0.99b

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What do with black shotgun spawn?

Poll ended at Fri Feb 19, 2016 7:24 am

keep as they are
0
No votes
modify a little for ranged options
0
No votes
Remake the crew for better variance
2
29%
Remake with focus on the leader as the boss
5
71%
Rehaul and scrap the concept, make something else shotgunny instead
0
No votes
 
Total votes: 7

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wildweasel
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Re: [WIP]Colourful Hell 0.5 up to tier red

Post by wildweasel »

Rowsol wrote:I think I remember reading there was a death.tele option? (or something like that, don't quote me on this)
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.)
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Hege Cactus
 
 
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Re: [WIP]Colourful Hell 0.5 up to tier red

Post by Hege Cactus »

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.
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Hege Cactus
 
 
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Re: [WIP]Colourful Hell 0.55 up to tier red

Post by Hege Cactus »

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
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BFG
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Re: [WIP]Colourful Hell 0.55 up to tier red

Post by BFG »

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:

Code: Select all

Translation "0:255=%[0.0, 0.0, 0.0]:[0.0, 0.5, 0.0]"
and tell me if you like it.
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Hege Cactus
 
 
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Re: [WIP]Colourful Hell 0.55 up to tier red

Post by Hege Cactus »

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:

Code: Select all

Translation "0:255=%[0.0, 0.0, 0.0]:[0.0, 0.5, 0.0]"
and tell me if you like it.
Eyy, thats actually pretty neat!
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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BFG
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Re: [WIP]Colourful Hell 0.55 up to tier red

Post by BFG »

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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jpalomo
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Re: [WIP]Colourful Hell 0.55 up to tier red

Post by jpalomo »

I noticed a few console errors when I loaded the latest version:

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'
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.
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Hege Cactus
 
 
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Re: [WIP]Colourful Hell 0.55 up to tier red

Post by Hege Cactus »

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
Hmmm.. I'll play around with it a bit more and see how it goes, I could try the brightmaps too at some point

jpalomo wrote:I noticed a few console errors when I loaded the latest version:

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'
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.
Whoops, those should be fixed for this release tho. The railgun has so many parameters it tends to cause so easy confusion.


Released 0.57, not much added but there are some balance changes and other things;
Spoiler:
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Hege Cactus
 
 
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Re: [WIP]Colourful Hell 0.57 up to tier red

Post by Hege Cactus »

For the next release as I work on more black spawns
We have:
Spoiler:
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Captain J
 
 
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Re: [WIP]Colourful Hell 0.57 up to tier red

Post by Captain J »


oh sweet honeypie.
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Hege Cactus
 
 
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Re: [WIP]Colourful Hell 0.57 up to tier red

Post by Hege Cactus »

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;
Spoiler:
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-Ghost-
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Re: [WIP]Colourful Hell 0.60 bees are here

Post by -Ghost- »

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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Rowsol
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Re: [WIP]Colourful Hell 0.60 bees are here

Post by Rowsol »

-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.
winning.
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Tapwave
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Re: [WIP]Colourful Hell 0.60 bees are here

Post by Tapwave »

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.
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stagefatality
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Re: [WIP]Colourful Hell 0.60 bees are here

Post by stagefatality »

This looks like a lot of fun!

I'll definitely have to try this out, especially with some OBLIGE maps.

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