Colourful Hell 1.01 now with zandro friendly version included

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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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Take One
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Re: [WIP]Colourful Hell 0.931 Abyssal [Open Beta Page 44]

Post by Take One »

Sorry if this has been mentioned already, and this is probably a bit of a niche thing to ask for, but is there any chance that the health bonuses that enemies drop could be changed into versions that don't count towards the item tally? I'm the kind of person who feels like I'm not done with a map until I have 100% of everything (but doesn't want to cheat), and there are so many times when an enemy dies in a place that I can't reach and drops a bunch of health bonuses that I can never pick up. I'd ask for an option to just turn them off completely instead of just reducing them, but I don't know how much work that'd be and I've lost count of the number of times that they've saved my life anyway. If that'd be a lot of work for you (or if other people like it how it is for some reason), I can just play around with doing it myself for personal use.
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Hege Cactus
 
 
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Re: [WIP]Colourful Hell 0.931 Abyssal [Open Beta Page 44]

Post by Hege Cactus »

Benellus is wrath unleashed

Final Beta 3:

Download

Edit: HotFix: Lag issue by abyss vile should now be fixed, hopefully

Fixes a lot of issues with some of the rebalance things from last beta and buffs abyss vile a little
Fixes a performance issue with archviles aswell on top of that
This also adds a gray mastermind and an option to halve the abyss spawns
there is an option for ex bosses present but currently it does nothing

After this, I wont do anymore open beta releases for now till I get the next build ready
For that I will be working on few more ex's and a new white monster


Spoiler:
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Machine-Reaper
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Re: [WIP]Colourful Hell 0.931 Abyssal [Open Beta3 Page 45]

Post by Machine-Reaper »

Hega, you should add an option to turn off Benellus.

I rage quit 3 times already...
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fakemai
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Re: [WIP]Colourful Hell 0.931 Abyssal [Open Beta3 Page 45]

Post by fakemai »

if that's your feeling I'd suggest turning off white spawns, period. Every single one is major trouble, and all of the low-tier enemies come in white forms, Benny is just the most common. If you still specifically want to turn him off it's a trivial edit to the DECORATE scripts. Just comment out any DropItem lines that you don't want. e.g.

Code: Select all

	DropItem "WhiteSG", 255,  4
Becomes

Code: Select all

	//DropItem "WhiteSG", 255,  4
Also thanks for the Abyssal option Hege. I like having them as flavour but they were too common for playing alone, and can even put a stop to Russian Overkill in the first couple of levels.
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Machine-Reaper
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Re: [WIP]Colourful Hell 0.931 Abyssal [Open Beta3 Page 45]

Post by Machine-Reaper »

I'm getting unexpected crashes with Bonehead (White Zombie)

p.s he said "oh Goody"
AvzinElkein
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Re: [WIP]Colourful Hell 0.931 Abyssal [Open Beta3 Page 45]

Post by AvzinElkein »

Seems your mod's not compatible w/ Guncaster, which got updated to v3.0 here (I even loaded it after Guncaster), since only regular enemies spawned.
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Rowsol
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Re: [WIP]Colourful Hell 0.931 Abyssal [Open Beta3 Page 45]

Post by Rowsol »

Of course it's not compatible, Guncaster has it's own monster changes.
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Hege Cactus
 
 
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Re: [WIP]Colourful Hell 0.931 Abyssal [Open Beta3 Page 45]

Post by Hege Cactus »

I'm getting unexpected crashes with Bonehead (White Zombie)

p.s he said "oh Goody
gonna need more data on this

Guncaster compat requires a patch, I do not know if the patch is up to date or whats going on with it in general unfortunantly.


Update time
Colourful Hell v94

New stuff;

-Abyss tier is nearing complition, many more nasty abyss tier monsters await
-Added option to toggle halving effect for abyss monster spawns making them red/rarer than red
-Ex bosses now have their own toggle aswell, for those that currently exist
-Added more gray monsters too
-Balance changes

Other changes;
Spoiler:
I'll try to get the 2.8.1 friendly version up after the weekend
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D3athStalker
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Re: [WIP]Colourful Hell 0.931 Abyssal [Open Beta3 Page 45]

Post by D3athStalker »

Hege Cactus wrote:Guncaster compat requires a patch, I do not know if the patch is up to date or whats going on with it in general unfortunately.
I actually came back to working on the patch a few days ago, the old one was very messy and I decided to wait for the GC update at that time.
Spoiler: Patch progress
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Rowsol
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Re: [WIP]Colourful Hell 0.94 Abyssal Encounter

Post by Rowsol »

Awesome. I felt like picking up Russian Overkill again so this was good timing.

Turns out you didn't notice my post a few pages back. Grey Painelemental is still dropping 5x the loot that he should, that equates to 10 berserks plus extras.
Rowsol wrote:One more thing about drops. A_PainDie drops items so when you put

Code: Select all

Death: 
       INFR G 8 
       INFR H 8 A_Scream 
      MISL B 8 
      MISL CCCC 2 A_PainDie("BlackLSoul2")
      MISL D 8 A_NoBlocking 
      MISL D 1
      Stop
he's dropping his loot 5 times.
And if I could be so brazen, please lower the size of the blue imp ball, it's freakin huge. :)
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Hege Cactus
 
 
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Re: [WIP]Colourful Hell 0.931 Abyssal [Open Beta3 Page 45]

Post by Hege Cactus »

D3athStalker wrote:
Hege Cactus wrote:Guncaster compat requires a patch, I do not know if the patch is up to date or whats going on with it in general unfortunately.
I actually came back to working on the patch a few days ago, the old one was very messy and I decided to wait for the GC update at that time.
Spoiler: Patch progress
Great to hear!
Awesome. I felt like picking up Russian Overkill again so this was good timing.

Turns out you didn't notice my post a few pages back. Grey Painelemental is still dropping 5x the loot that he should, that equates to 10 berserks plus extras.
Whoops, I knew I forgot something!
I'll fix this for the next release, but for now enjoy pinata elemental
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ErrantMasa
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Re: [WIP]Colourful Hell 0.94 Abyssal Encounter

Post by ErrantMasa »

Piñata Elemental sounds like a fun gamemode. A special Pain Elemental vulnerable only to the chainsaw is hidden in the map. One chainsaw is also hidden somewhere in the map. Get the chainsaw, slice open the Piñata Elemental. If you haven't got the Chainsaw, kill whoever has it! Note: the chainsaw prevents its wielder switching weapons, but is deadly powerful to compensate (think Juggernaut mode)
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Hege Cactus
 
 
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Re: [WIP]Colourful Hell 0.94 Abyssal Encounter

Post by Hege Cactus »

ErrantMasa wrote:Piñata Elemental sounds like a fun gamemode. A special Pain Elemental vulnerable only to the chainsaw is hidden in the map. One chainsaw is also hidden somewhere in the map. Get the chainsaw, slice open the Piñata Elemental. If you haven't got the Chainsaw, kill whoever has it! Note: the chainsaw prevents its wielder switching weapons, but is deadly powerful to compensate (think Juggernaut mode)
Sounds a bit silly


Also in another news I have added the 2.8.1 friendly version now
and I realized while making it that the current version black mancubi ex has one move that is bugged, oops.

well he's powerful regardless so I dont think there's hurry to fix this yet
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D3athStalker
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Re: [WIP]Colourful Hell 0.94 Abyssal Encounter

Post by D3athStalker »

*bumps fists* There it is!

I also removed extra stuff (black and white pots, extra sound fx, colourful nazis etc.) and this gave me a 1.57 MB patch, where the old one was 13 MB.
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Rowsol
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Re: [WIP]Colourful Hell 0.94 Abyssal Encounter

Post by Rowsol »

D3athStalker wrote:*bumps fists* There it is!
I'm getting a lot of invalid state errors. Is this normal? Thanks for what appears to have been a lot of work.

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