Shades of Doom v2.0 - The Spice of Life (03/11/19)

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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Postby Cyanide » Sat Apr 20, 2019 8:06 am

So... I found an error in the QC:DE patch. It's been fixed and reuploaded now. Works with QC:DE v2.2.

I'm on the fence as to releasing a guide on how to remove monsters from Shades of Doom, since if such a thing is available, I'll have no way of knowing if people report bugs after they've messed around with the code. On the other hand, I'd like for people to be able to customize the mod to their specific needs. The best solution would of course be an options menu, where all the monsters can be toggled on or off, but that's waaay beyond my abilities. :(

On another note, I've tried and failed to implement a kill counter for all the monsters. I can't seem to find a way to display a CVAR in the options. If anyone has an idea for a solution, please PM me!
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Postby Whoah » Sat Apr 20, 2019 10:50 am

I say just make a guide. If someone reports a bug, but you can't replicate it, then you know it's just on their end
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Postby Cyanide » Mon Jun 03, 2019 10:12 am

So it's been a while, and I've finally gotten the time to make a guide to remove monsters from the line-up. It get's kinda complicated depending on which enemy type you wan't to remove, so be warned.

Spoiler: Guide


If this doesn't work please notify me.
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Postby Whoah » Mon Jun 03, 2019 11:49 pm

Cyanide wrote:So it's been a while, and I've finally gotten the time to make a guide to remove monsters from the line-up. It get's kinda complicated depending on which enemy type you wan't to remove, so be warned.

Spoiler: Guide


If this doesn't work please notify me.

Thank you, man! I'll give this a try tomorrow
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Postby Spaceman333 » Wed Jun 05, 2019 7:20 pm

Cyanide wrote:I would also highly recommend trying out Champions by Mikk- with this mod.
Also, if you want buckets of blood, check out Nashgore VE by Nash. It respects the blood color of all the monsters in Shades of Doom and is customizable.


I'd like to suggest two more addons to this list:

Boom Power Reborn - make every monster explode on death, for maximum ridiculous action. Universally compatible with any monsters.
viewtopic.php?f=43&t=64939

Lud's Universal Gibs - highly satisfying and feature rich customizable gore/blood/gib addon that I personally think deserves more attention. Its really good. This addon is also universally compatible with any monsters and even others addons, including Boom Power, Nashgore and Champions. It too respects blood color and offers different settings not found in other gibbing addons.
viewtopic.php?f=46&t=59260
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Postby Cyanide » Thu Jun 06, 2019 1:17 am

Spaceman333 wrote:I'd like to suggest two more addons to this list:

Boom Power Reborn - make every monster explode on death, for maximum ridiculous action. Universally compatible with any monsters.
viewtopic.php?f=43&t=64939

Lud's Universal Gibs - highly satisfying and feature rich customizable gore/blood/gib addon that I personally think deserves more attention. Its really good. This addon is also universally compatible with any monsters and even others addons, including Boom Power, Nashgore and Champions. It too respects blood color and offers different settings not found in other gibbing addons.
viewtopic.php?f=46&t=59260


I'll have to test these out later today before adding them to the OP. Thanks for the suggestions! :)

EDIT: OP has been updated with Spaceman333 suggestions and some other add-ons / mods I usually put in my load order.
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Postby Cyanide » Fri Jul 12, 2019 10:42 am

Quick update. :)

I've been taking a break from developing this mod for a little while. In that time I've come to the conclusion, that this mod actually needs a way for the player to pick which monsters spawn. This is being coded right now. After changing all variables to CVARs this is easy to add.

Another thing I've been thinking of for a long time is a tally counter. I want to know how many Snake Imps I've killed in total, on the level I'm playing AND throughout the WAD I'm playing AND throughout playing this mod in total. This has posed quite a problem for me (my coding skills could be better...) which has led me to request coding help here on the forums. I'm mentioning it here, as it's relevant to the development of this mod.

Edit: I've gotten this to work in the console. While not aesthetically pleasing, it does the job, though an interactive UI or a PDA sort of thing would be way cooler.

If any of you guys have any suggestions or ideas for these 2 things, please let me know! Other suggestions and bug reports are, as always, welcome!

Thanks
- Cyanide
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Re: Shades of Doom v2.0 - The Spice of Life (03/11/19)

Postby IDKrisis » Thu Oct 10, 2019 11:39 am

I've noticed an odd interaction between Shades of Doom and Nash's gore mod. Many monsters drop gibs when killed, but some of those gibs seem to have Doomguy's helmet attached to them. This is only visible when the gibs are spinning through the air, not when they've landed. This does not seem to happen if Nash's gore mod is used by itself.

This appears to happen with most of the larger monsters, such as Hell Knights, Arachnotrons, Mancubi and their equivalents. I have confirmed that this does not happen with Nash's gore mod by itself, even if you use excessive power to finish off one of the larger enemies.
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