Shades of Doom v4.1 (07-09-23)
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.
-
- Posts: 765
- Joined: Fri Aug 12, 2005 2:59 pm
- Location: Deep underground
Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think
Found that Chaos Mode's working fine.
I'll be looking forward to whatever's next. (Neat icon, by the way.)
I'll be looking forward to whatever's next. (Neat icon, by the way.)
-
- Posts: 496
- Joined: Sat Oct 08, 2016 9:10 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Win10
- Graphics Processor: nVidia with Vulkan support
Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think
Excellent. With that fixed, I can safely say this is one of my favorite monster mods.
-
- Posts: 765
- Joined: Fri Aug 12, 2005 2:59 pm
- Location: Deep underground
Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think
For the weapon pack equivalent to this mod, I say the pistol start enforcement's necessary to avoid the whole "me-too" trap.
-
- Posts: 306
- Joined: Thu Apr 13, 2017 10:04 am
- Location: Dryer lint trap
Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think
Do you happen to have a playable beta or anything for the weapon mod, Cyanide? I'd love to test it.
-
- Spotlight Team
- Posts: 319
- Joined: Fri Feb 15, 2013 9:39 pm
- Location: 6 ft. under
Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think
Right now my prototype gun-mod rolls one time for a full play-through. So the weapons will not change every map.dljosef wrote:For the weapon pack equivalent to this mod, I say the pistol start enforcement's necessary to avoid the whole "me-too" trap.
Also, what's the "me-too" trap?
I've only made one weapon for every slot. I'd like to at least make 2-3 variants for each weapon before I release anything. But I'll try to remember to PM you when that's done, if you want me to.Whoah wrote:Do you happen to have a playable beta or anything for the weapon mod, Cyanide? I'd love to test it.
-
- Posts: 306
- Joined: Thu Apr 13, 2017 10:04 am
- Location: Dryer lint trap
Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think
Yeah, that works!
-
- Posts: 765
- Joined: Fri Aug 12, 2005 2:59 pm
- Location: Deep underground
Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think
The "me-too" trap is when two different sets of weapons for the same weapon tier are identical in terms of function. (At least that's how I see it.)
Well, I suppose the once-per-playthrough thing'll work fine. But what if the level set in question split the maps into episodes? (Like Valiant, for instance? Particularly the vaccinated edition that allows mod compatibility)
Well, I suppose the once-per-playthrough thing'll work fine. But what if the level set in question split the maps into episodes? (Like Valiant, for instance? Particularly the vaccinated edition that allows mod compatibility)
-
- Posts: 395
- Joined: Wed Jan 30, 2013 1:22 pm
Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think
It has become my favorite pack of enemies for me as well.Brohnesorge wrote:Excellent. With that fixed, I can safely say this is one of my favorite monster mods.
-
- Spotlight Team
- Posts: 319
- Joined: Fri Feb 15, 2013 9:39 pm
- Location: 6 ft. under
Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think
Thanks for the info.dljosef wrote:The "me-too" trap is when two different sets of weapons for the same weapon tier are identical in terms of function. (At least that's how I see it.)
Well, I suppose the once-per-playthrough thing'll work fine. But what if the level set in question split the maps into episodes? (Like Valiant, for instance? Particularly the vaccinated edition that allows mod compatibility)
For your question - I guess I'll have to make an option to retain weapons through multiple new games (if it's possible).
On a more general note - I have only just started tinkering with the weapon mod I've mentionen. Until I've made a new post way in the future, I'd like to keep this post to the topic it's intended for. I do dig the enthusiasm though, so feel free to PM me if you wan't to give suggestions to the weapon mod. Thank you all.
-
- Posts: 395
- Joined: Wed Jan 30, 2013 1:22 pm
Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think
Will this weapons pack be skins like this mod? Cool idea .... Shade of Weapons?
-
- Posts: 421
- Joined: Tue Feb 23, 2016 11:59 am
Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think
Why are the patches for Eriguns necessary? Are these for the older non-zscript versions of them? The current 2.0.0 versions don't really replace any monsters it seems. It uses a unidrop script to drop stuff from any custom Masterminds and Cybies.
-
- Spotlight Team
- Posts: 319
- Joined: Fri Feb 15, 2013 9:39 pm
- Location: 6 ft. under
Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think
I've just tested both Eriguns 1 & 2 with the latest GZDoom devbuild, and it seems that my mod clashes with both of them, preventing Masterminds and Cybers from dropping weapons. When playing with the patch, everything works just fine. I just realized that choosing between standart and extendet arsenal in Eriguns 1 doesn't work with my mod, though. So if you want the standart arsenal, don't load the patch...Someone64 wrote:Why are the patches for Eriguns necessary? Are these for the older non-zscript versions of them? The current 2.0.0 versions don't really replace any monsters it seems. It uses a unidrop script to drop stuff from any custom Masterminds and Cybies.
-
- Posts: 322
- Joined: Tue Feb 09, 2016 9:41 pm
- Operating System Version (Optional): Windows 11
- Location: )()()()()()()()()()()()(
Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think
some revenants shoot missiles way too low(fiend shoots from his hips)
also jimmy s jukebox doesnt work with this for whatever reason,when the level starts music stop and when you go to jukebox map to change things you cant its not working
also jimmy s jukebox doesnt work with this for whatever reason,when the level starts music stop and when you go to jukebox map to change things you cant its not working
-
- Spotlight Team
- Posts: 319
- Joined: Fri Feb 15, 2013 9:39 pm
- Location: 6 ft. under
Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think
Thanks. Will be fixed for next release.Gorec wrote:some revenants shoot missiles way too low(fiend shoots from his hips)
Hmmm. I have no idea why that happens. I'll have to take a look at the Jimmy's Jukebox code to see if I can figure it out.Gorec wrote:also jimmy s jukebox doesnt work with this for whatever reason,when the level starts music stop and when you go to jukebox map to change things you cant its not working
-
-
- Posts: 17936
- Joined: Fri Jul 06, 2007 3:22 pm
Re: Shades of Doom v1.0.2 - Chaos Mode fixed... I think
The issue with the jukebox is the issue you get into any time different ACS libraries have global variables. They use the same and mess up with each others' values.