LegenDoom [3.0] - LDL [4.2]

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Yholl
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Re: LegenDoom [1.0]

Post by Yholl »

Viscra Maelstrom wrote:if you're autoloading something like njsplash, on liquid floors like nukage, killing legendary enemies will make them just not drop their weapons on that type of terrain.
Whups.
Viscra Maelstrom wrote:Chargeup Melee Attack should have a gauge for how many attacks you're charging, unless it already has one i didn't notice yet. also, Chargeup Super Shotgun can just not use up any ammo if you don't bother charging any attacks with it.
Yeah, I was originally planning on making a set of bars, but I was lazy and also fuck sbarinfo.

SSG sounds like an oversight when I converted the way the chargeup effect works, will look into and fix.
dljosef wrote:So far, those effects are looking really nice, though the "It's your fault" thing hadn't been giving me as much legendary monsters as I expected. Oh well.
I'll give an explanation here on how it works for everyone!

Code: Select all

A_Jump ((CallACS("PlayerCount", 0)*10) + (CallACS("LD_legendarychance", 0)*2), "LEGENDARIFY")
This is the first part of the UV difficulty chance for choosing Legendary enemies.
Basically, it's the number of players, multiplied by 10, added to whatever you set that menu option to, multiplied by 2.
So if there's two players ingame, and the menu option is set to the third level, then it's a 20/256 chance of choosing a monster to be Legendary.

Now, that's still pretty damn high, so after that, it has another jump of 16/256 to determine whether it should go through with it and become Legendary.
Bosses have an easier second jump, so while bosses are less common in maps, you are still likely to find Legendary bosses every now and then.

On lower difficulties, the x10 multiplier is lowered. Nightmare is x20, and also has other... things... happen. Heeeeeh.

So yeah, the chance option in the menu is more of a small booster than a big overwhelming shift in numbers. I can change it to have a larger impact if you wish, though, super quick and easy.
dljosef wrote:The persistant rocket launcher doesn't really seem to do all that much DoT, as far as I know...though with the plasma rifle, the chaingun, and especially either of the shotguns can make it truly effective.
Slow weapons like the Rocket Launcher or BFG9000 with the persistant effect actually give a very very long lasting DoT. Same goes for stuff like Murderous.
dljosef wrote:I noticed that the Bloodthirsty rocket launcher's effect only works on monsters killed by the projectiles themselves, not the explosion radius. And the convincing BFG doesn't emit the rays I found.
Due to limitations, generally AOE damage and BFG rays are unaffected by weapon effects, so you've got to hit things directly with them.
Princess Viscra Maelstrom wrote:DRLA's Double Shotgunner seems to do some... weird visual stuff when it spawns.
Heeeeeh. Yeah, the long awaited almost mythical at this point DRLA patches will fix that. Eventually.
Patriot1776 wrote:So yeah, the Hunting SSG is STAYING in my loadout, I'm NOT getting any other SSG on this playthrough.
Hunting SSG is stronk.
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dljosef
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Re: LegenDoom [1.0]

Post by dljosef »

Yholl wrote:I'll give an explanation here on how it works for everyone!

Code: Select all

A_Jump ((CallACS("PlayerCount", 0)*10) + (CallACS("LD_legendarychance", 0)*2), "LEGENDARIFY")
This is the first part of the UV difficulty chance for choosing Legendary enemies.
Basically, it's the number of players, multiplied by 10, added to whatever you set that menu option to, multiplied by 2.
So if there's two players ingame, and the menu option is set to the third level, then it's a 20/256 chance of choosing a monster to be Legendary.

Now, that's still pretty damn high, so after that, it has another jump of 16/256 to determine whether it should go through with it and become Legendary.
Bosses have an easier second jump, so while bosses are less common in maps, you are still likely to find Legendary bosses every now and then.

On lower difficulties, the x10 multiplier is lowered. Nightmare is x20, and also has other... things... happen. Heeeeeh.

So yeah, the chance option in the menu is more of a small booster than a big overwhelming shift in numbers. I can change it to have a larger impact if you wish, though, super quick and easy.
Would it be optional, though? I'd save that only for the truly masochistic. Heck, even name that option to something like "Masochists only".
Yholl wrote:Slow weapons like the Rocket Launcher or BFG9000 with the persistant effect actually give a very very long lasting DoT. Same goes for stuff like Murderous.
Huh, didn't really notice it that much. Then again, I found faster persistant weapons like the gatling gun, and even the shotguns, much easier to stack to DoT effect on enemies.
Yholl wrote:Due to limitations, generally AOE damage and BFG rays are unaffected by weapon effects, so you've got to hit things directly with them.
Ah, ok. Not likely I'll use Bloodthirsty weapons other than the shotguns or even the plasma rifle.

Also, the Wittling SSG's defense debuff power's pretty damn strong last I checked. Been one-shotting hell knights with it in my Whispers of Satan playthrough. Also, how can I be sure if a monster can't be affected by the convincing weapons? (Besides monsters like the Cyberdemon and Spider Mastermind, which certainly makes sense with them being boss monsters.)
KILLER2
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Re: LegenDoom [1.0]

Post by KILLER2 »

Yholl wrote:
So yeah, the chance option in the menu is more of a small booster than a big overwhelming shift in numbers. I can change it to have a larger impact if you wish, though, super quick and easy.
I have it set to "it's your fault" and I'm pretty ok with how things are going, which judging by my skill level indicates the chance is probably too low :P
Also, how about a "mutator" option (a-la funkygnoll) that makes EVERY enemy legendary? I think that would be pretty awesome to try (and fail).
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Yholl
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Re: LegenDoom [1.0]

Post by Yholl »

dljosef wrote:Would it be optional, though? I'd save that only for the truly masochistic. Heck, even name that option to something like "Masochists only".
Er, I think you misunderstood how the extra legendary chance works.
It's an option in the options menu that can be set from 0 - 10, which is multiplied by 2 and added to the chance of Legendarifying. I'd be increasing the multiplier from 2 to a higher number, like 5 or something. That's all.

It's set to 0 by default.
dljosef wrote:Also, how can I be sure if a monster can't be affected by the convincing weapons? (Besides monsters like the Cyberdemon and Spider Mastermind, which certainly makes sense with them being boss monsters.)
Simple. It does not affect bosses.
KILLER2 wrote:Also, how about a "mutator" option (a-la funkygnoll) that makes EVERY enemy legendary? I think that would be pretty awesome to try (and fail).
HEHEEEEH
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Patriot1776
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Re: LegenDoom [1.0]

Post by Patriot1776 »

Hmm...CHARGING Chaingun...I fail to see the point in it. Somebody enlighten me on its usefulness, since in rapidfire weapons I want to see lotsa hurt dealt NOW NOW NOW, and a charging chaingun just seems to be a self-defeating concept.

Meanwhile I think I might just have found something that can one-up the Hunting SSG: TRIPLE-THREAT SSG or PLASMATIC SSG. Found BOTH just now, and I ultimately chose the Triple-Threat SSG due to its triple-shot hitscan effect. The Plasmatic SSG, while nice, the fact its not a hitscan weapon like its RLA constructed counterpart is, to me makes it not as useful.
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dljosef
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Re: LegenDoom [1.0]

Post by dljosef »

@Yholl - Oh, the legendary thing. Since I'm practically not the multiplayer type, I do run into at least one legendary enemy per map at the maximum setting. Although trying a Nightmare run sounds REAL tempting.

As for the legendary monsters themselves, I don't see the point in the monsters having their boss-level hitpoints and stuff before they go into their "turns red" phase. It essentially means they have twice as much health.

@Patriot1776: A Gauss SSG would be most useful in groups, given the hitscan shots would pierce through multiple enemies. Then again, I'd pick the gauss shotty over a gauss ssg, given the shotty's lack of vertical spread.
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Patriot1776
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Re: LegenDoom [1.0]

Post by Patriot1776 »

dljosef wrote:@Yholl - Oh, the legendary thing. Since I'm practically not the multiplayer type, I do run into at least one legendary enemy per map at the maximum setting. Although trying a Nightmare run sounds REAL tempting.

As for the legendary monsters themselves, I don't see the point in the monsters having their boss-level hitpoints and stuff before they go into their "turns red" phase. It essentially means they have twice as much health.

@Patriot1776: A Gauss SSG would be most useful in groups, given the hitscan shots would pierce through multiple enemies.
@dljosef: Well, I don't tend to play mappacks that have slaughterlevel numbers of enemies, but yes, I do see your point. I just prefer max dmg. per shot is what it is.

Meanwhile, I gotta agree on the point on boss-level Legendaries having original full hitpoints initially and then getting restored to 3x that after you get them to 50% stock health. It means you, assumedly in most situations, either need an uber-damaging Legendary weapon to have a chance against a Legendary boss if ammo is not plentiful, or you need to not only be fully stocked up on ammo, but there also be ammo dumps you can run back to restock if you don't have enhanced damage rocket launcher, plasma rifle, or BFG, otherwise you're likely not gonna have the ammo needed grind down the Legendary boss enemy, barring giving yourself an ammo resupply.
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dljosef
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Re: LegenDoom [1.0]

Post by dljosef »

Well, to each their own I suppose, then again I usually use the convincing weaponry on said slaughtermaps to keep those turret monsters off my back, and have them deal with any remaining enemies. (Especially handy for archies, since converting one means a free army of cannon fodder for infighting.)

That point about legendary bosses meaning I ran into that problem in Map19 of Valiant.
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Fort of Hard Knox
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Re: LegenDoom [1.0]

Post by Fort of Hard Knox »

The weapon info screen doesn't work in coop, if that's something worth bringing up.
FaggoStorm
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Re: LegenDoom [1.0]

Post by FaggoStorm »

Kaeoschassis wrote:what a Hunting SSG would be like, mind...
Imps, Pinkys and Zombies? 1 HIT KILL.

Hell Knights? 1 HIT KILL.

Revenants? 1 HIT KILL.

Mancubus? 1 HIT KILL. (only if you are very close to him)

Arachnotrons? 1 HIT KILL.

Barons and Arch-viles? 2 HIT KILL.

BTSX never was so easy. Specially if you get the weapon in the FIRST LEVEL.
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4thcharacter
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Re: LegenDoom [1.0]

Post by 4thcharacter »

Is there going to be a future LegendDoom/DoomRL crossover? I saw the options, and I tried loading both mods and I keep getting an error no matter what the load order is.
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Redead-ITA
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Re: LegenDoom [1.0]

Post by Redead-ITA »

4thcharacter wrote:Is there going to be a future LegendDoom/DoomRL crossover? I saw the options, and I tried loading both mods and I keep getting an error no matter what the load order is.
that option are there if you want to have the doomrla monster as the enemies
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4thcharacter
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Re: LegenDoom [1.0]

Post by 4thcharacter »

Redead-ITA wrote:
4thcharacter wrote:Is there going to be a future LegendDoom/DoomRL crossover? I saw the options, and I tried loading both mods and I keep getting an error no matter what the load order is.
that option are there if you want to have the doomrla monster as the enemies
Neat. Thanks, I'd try this later.
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Yholl
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Re: LegenDoom [1.1]

Post by Yholl »

Patriot1776 wrote:Hmm...CHARGING Chaingun...I fail to see the point in it. Somebody enlighten me on its usefulness, since in rapidfire weapons I want to see lotsa hurt dealt NOW NOW NOW, and a charging chaingun just seems to be a self-defeating concept.
I would've thought it was obvious. It's a quick loading shotgun that runs on bullets.
dljosef wrote:As for the legendary monsters themselves, I don't see the point in the monsters having their boss-level hitpoints and stuff before they go into their "turns red" phase. It essentially means they have twice as much health.
Because otherwise you tend to one-shot a lot of enemies, causing them to drop their loot without any difference from a normal monster.
Patriot1776 wrote:It means you, assumedly in most situations, either need an uber-damaging Legendary weapon to have a chance against a Legendary boss if ammo is not plentiful, or you need to not only be fully stocked up on ammo, but there also be ammo dumps you can run back to restock if you don't have enhanced damage rocket launcher, plasma rifle, or BFG, otherwise you're likely not gonna have the ammo needed grind down the Legendary boss enemy, barring giving yourself an ammo resupply.
Do remember that you can set their health and damage to whatever you want in the options menu.
Slydir wrote:The weapon info screen doesn't work in coop, if that's something worth bringing up.
Fug. Fixed now.

Anyway, did some stuff, bing badda bang, 1.1
Fixes and a few additions, go nuts.
VANDAMVANDAM
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Re: LegenDoom [1.1]

Post by VANDAMVANDAM »

on N!+die.exe this mod is awesome, so much fun, the only thing is that you have to find +convert weapon in order to survive. Also, I've found out that on kill converted enemies respawn wihout their "converted flag" so it's rather difficult to understand whether this enemy is converted or not, and you take some additional shots/deaths to understand this.

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