Yes, that's exactly what I mean. It would be nice to have a compatibility patch that works with any weapon/monster pack for a little bit more challenge. I like how you can set the monsters to be as tough as you'd like, and their frequency.Cryomundus wrote:
Unless you mean something that just makes the monsters go Legendary, without any of the weapons.
LegenDoom [3.0] - LDL [4.2]
Forum rules
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.
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.
Please read the full rules for more details.
-
KILLER2
- Posts: 436
- Joined: Fri Apr 09, 2010 2:39 pm
Re: LegenDoom [1.1]
-
Carbine Dioxide
- Posts: 1936
- Joined: Thu Jun 12, 2014 3:16 pm
- Location: Anywhere.
Re: LegenDoom [1.1]
Or make it to where they do drop weapons, only it's vanilla weapons for compatibility reasons. At least so that you're still getting something out of killing a legendary.
Time for critique and no complaining!
I love everything about this mod.
Time for critique and no complaining!
I love everything about this mod.
-
dljosef
- Posts: 765
- Joined: Fri Aug 12, 2005 2:59 pm
- Location: Deep underground
Re: LegenDoom [1.1]
Thought the Colorful Hell enemies are a pain in the ass? There are also the X-Weapon monsters, that are far more likely to consistently kick your ass. For instance, even the nazi enemies are no joke.
Any other recommendations for monster-only mods this can work with?
Any other recommendations for monster-only mods this can work with?
-
Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: LegenDoom [1.1]
i do wonder how it says it's compatible with most monster mods, when it gives those fancy Legendary effects to enemies.
-
comet1337
- Posts: 876
- Joined: Fri Sep 25, 2015 3:48 am
- Location: elsewhere
Re: LegenDoom [1.1]
DRLA monsters onlydljosef wrote:Thought the Colorful Hell enemies are a pain in the ass? There are also the X-Weapon monsters, that are far more likely to consistently kick your ass. For instance, even the nazi enemies are no joke.
Any other recommendations for monster-only mods this can work with?
get ready to die a whole bunch
also yholl; rapid rocketlauncher has a borked firing animation
-
KILLER2
- Posts: 436
- Joined: Fri Apr 09, 2010 2:39 pm
Re: LegenDoom [1.1]
It's because of the fact that the legendary effect is very simple. It turns the monster on "-fast", then multiplies it's health and damage by an amount, and makes a visual effect around the monster that also makes it glow. There are no scripts, fancy effects or other nonsense that could cause compatibility issues.Viscra Maelstrom wrote:i do wonder how it says it's compatible with most monster mods, when it gives those fancy Legendary effects to enemies.
-
Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: LegenDoom [1.1]
oho? so it would theoretically work with KDIZD's custom monsters, then?
-
Yholl
- Posts: 1955
- Joined: Mon Dec 17, 2012 11:08 am
- Location: Here, stupid.
Re: LegenDoom [1.1]
Rare.KILLER2 wrote:You don't get them frequently. They're rare, remember?
* Yholl starts laughing harder and harder, eventually coughing up blood and collapsing.
I get between 1-4 per level.
Yeah, that shouldn't be hard, I'll make a little LegenLite at some point.KILLER2 wrote:It would be nice to have a compatibility patch that works with any weapon/monster pack for a little bit more challenge.
fug. Fixed it. Thanks.comet1338 wrote:rapid rocketlauncher has a borked firing animation
If you have no idea how it works, please do not say things like this as though it is the truth, it's misleading.KILLER2 wrote:There are no scripts, fancy effects or other nonsense that could cause compatibility issues.
It works through very simple means. Basically, I radiusgive items across the map to monsters that do some jumps, and if they succeed, call a looping script on the monster that monitors their health and does all the extra stuff you see.
Pretty much the only way to have compatibility issues is to be using APROP_DamageMultiplier, or changing monster health, and pretty much only DoomRPG does that, and it has a special clause that prevents LegenDoom from manipulating those when active.
It works with everything, remember? Just disable the extra weapon effects, as they won't work on them.Princess Viscra Maelstrom wrote:oho? so it would theoretically work with KDIZD's custom monsters, then?
-
FaggoStorm
- Posts: 180
- Joined: Fri Mar 11, 2016 8:06 am
Re: LegenDoom [1.1]
Yholl senpai, at what level of "legendary rarity" do you play? I play at "a few more" but I only get like 1 legendary per level.
-
Henix_Aurorus
- Posts: 108
- Joined: Tue Aug 27, 2013 3:42 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: The Endless Void
Re: LegenDoom [1.1]
Hah. You're hilarious. This is the SECOND time I've gotten a White Shotgunner in MAP02. In the SAME LOCATION. The first time was when I first played with Colorful Hell. And the fact that it just happened to be the one monster in the level that became a Legendary... yeah, was not fun.KILLER2 wrote:You don't get them frequently. They're rare, remember?
That said, minus when stuff like that happens, Colorful Hell and LegenDoom make a very interesting (and sometimes fun) combination. Except when a White-tier enemy becomes a Legendary.
EDIT: Oh yeah, random question, does LegenDoom handle monsters that were spawned in via ACS or linedefs? (IE using Thing_Spawn)
-
Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: LegenDoom [1.1]
yeah, Colorful Hell spawns seems to be quite a bit more common than the "rare" implies they are. certainly much more common than say, getting any Legendary to pop up in DRLA. i'd advise playing it on a lower difficulty level with this mod unless you're a masochist. 
-
Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: LegenDoom [1.1]
hmm. GZDoom crashes if i try using my Convincing BFG on either the Nightmare Demon or just the plain old Demon. just shoot one of them and the game will crash.
-
Arctangent
- Posts: 1235
- Joined: Thu Nov 06, 2014 1:53 pm
Re: LegenDoom [1.1]
Depends. In most cases, no, but the script that allows monsters to become legendary is done slightly after map initialization, so a map that, say, has an OPEN script that uses Spawn to set up what monsters are in it should still be able to have legendaries in it.Henix_Aurorus wrote:EDIT: Oh yeah, random question, does LegenDoom handle monsters that were spawned in via ACS or linedefs? (IE using Thing_Spawn)
As for monsters spawned past that point, however, they are unable to become legendary.
-
Carbine Dioxide
- Posts: 1936
- Joined: Thu Jun 12, 2014 3:16 pm
- Location: Anywhere.
Re: LegenDoom [1.1]
Can legendary monsters flinch? I tried to take a flinching chainsaw to a cyber demon. When he went legendary on me, I got a new one ripped. 
-
Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: LegenDoom [1.1]
Cyberdemons will always stomp you into a paste if you get too close, if you run it with DRLA monsters at least. there's no way around it. however, every other enemy should succumb to the Painful Chainsaw.
also, are you supposed to get 8 second boosts per each kill with a Murderous Chainsaw? i feel like it's intentional but the shotgun doesn't get anywhere near the boost.
also, are you supposed to get 8 second boosts per each kill with a Murderous Chainsaw? i feel like it's intentional but the shotgun doesn't get anywhere near the boost.