LegenDoom [3.0] - LDL [4.2]

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KILLER2
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Joined: Fri Apr 09, 2010 2:39 pm

Re: LegenDoom [1.1]

Post by KILLER2 »

Cryomundus wrote:
Unless you mean something that just makes the monsters go Legendary, without any of the weapons.
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.
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Carbine Dioxide
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Re: LegenDoom [1.1]

Post by Carbine Dioxide »

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. :D
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dljosef
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Re: LegenDoom [1.1]

Post by dljosef »

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?
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Viscra Maelstrom
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Re: LegenDoom [1.1]

Post by Viscra Maelstrom »

i do wonder how it says it's compatible with most monster mods, when it gives those fancy Legendary effects to enemies.
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comet1337
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Re: LegenDoom [1.1]

Post by comet1337 »

dljosef 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?
DRLA monsters only
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]

Post by KILLER2 »

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.
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.
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Viscra Maelstrom
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Re: LegenDoom [1.1]

Post by Viscra Maelstrom »

oho? so it would theoretically work with KDIZD's custom monsters, then?
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Yholl
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Re: LegenDoom [1.1]

Post by Yholl »

KILLER2 wrote:You don't get them frequently. They're rare, remember?
Rare.

* Yholl starts laughing harder and harder, eventually coughing up blood and collapsing.

I get between 1-4 per level.
KILLER2 wrote:It would be nice to have a compatibility patch that works with any weapon/monster pack for a little bit more challenge.
Yeah, that shouldn't be hard, I'll make a little LegenLite at some point.
comet1338 wrote:rapid rocketlauncher has a borked firing animation
fug. Fixed it. Thanks.
KILLER2 wrote:There are no scripts, fancy effects or other nonsense that could cause compatibility issues.
If you have no idea how it works, please do not say things like this as though it is the truth, it's misleading.

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.
Princess Viscra Maelstrom wrote:oho? so it would theoretically work with KDIZD's custom monsters, then?
It works with everything, remember? Just disable the extra weapon effects, as they won't work on them.
FaggoStorm
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Re: LegenDoom [1.1]

Post by FaggoStorm »

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.
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Henix_Aurorus
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Graphics Processor: nVidia (Modern GZDoom)
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Re: LegenDoom [1.1]

Post by Henix_Aurorus »

KILLER2 wrote:You don't get them frequently. They're rare, remember?
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.

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)
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Viscra Maelstrom
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Re: LegenDoom [1.1]

Post by Viscra Maelstrom »

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. :p
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Viscra Maelstrom
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Re: LegenDoom [1.1]

Post by Viscra Maelstrom »

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.
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Arctangent
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Re: LegenDoom [1.1]

Post by Arctangent »

Henix_Aurorus wrote:EDIT: Oh yeah, random question, does LegenDoom handle monsters that were spawned in via ACS or linedefs? (IE using Thing_Spawn)
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.

As for monsters spawned past that point, however, they are unable to become legendary.
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Carbine Dioxide
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Re: LegenDoom [1.1]

Post by Carbine Dioxide »

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. :P
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Viscra Maelstrom
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Re: LegenDoom [1.1]

Post by Viscra Maelstrom »

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.

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