Dusted's Pandemonia (v2.5.4) (+ Monsters-only) (Anarchy and Insurrection addons!)

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PurpleRhino83
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by PurpleRhino83 »

Is Pandemonic Voyage created specifically for the mod and Is there a separate thread for the map pack?
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DustedPandemonic
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by DustedPandemonic »

PurpleRhino83 wrote: Tue Dec 27, 2022 11:04 pm Is Pandemonic Voyage created specifically for the mod and Is there a separate thread for the map pack?
Pandemonic Voyage is standalone, but I feel it plays really well with Pandemonia. It does have some custom content sprinkled in, mainly for the later maps. I haven't made a forum thread yet though I might consider it, we'll see. You can find a download link on this video:
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PurpleRhino83
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by PurpleRhino83 »

DustedPandemonic wrote: Tue Dec 27, 2022 11:45 pm
PurpleRhino83 wrote: Tue Dec 27, 2022 11:04 pm Is Pandemonic Voyage created specifically for the mod and Is there a separate thread for the map pack?
Pandemonic Voyage is standalone, but I feel it plays really well with Pandemonia. It does have some custom content sprinkled in, mainly for the later maps. I haven't made a forum thread yet though I might consider it, we'll see. You can find a download link on this video:
The map with the locked inner sanctum (with the red strobbing lights and platform buttons) goes hard from the looks of it. Definitely feels like something designed for a monster mod rather than the vanilla roster.
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DustedPandemonic
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by DustedPandemonic »

PurpleRhino83 wrote: Wed Dec 28, 2022 7:38 am The map with the locked inner sanctum (with the red strobbing lights and platform buttons) goes hard from the looks of it. Definitely feels like something designed for a monster mod rather than the vanilla roster.
Haha, yeah, that part was honestly so much fun to make. Big thing with Pandemonic Voyage is that it's a bunch of maps taken from many of my previous projects, like the really old Touhou Doom, Touhou Boss Rush, and also just some random maps I've made throughout the years. If you think that area goes hard, then just wait for what map17 has in store.
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DarkQuill
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by DarkQuill »

Just started this mod, super-fun!

Had to change the screen flashing for key/powerup pickups down to 20% strength, they were hurting my eyes :(
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ToxicFrog
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by ToxicFrog »

I'm trying this out with BTSX to test the next release of GB and it's loads of fun. Very stylish, too; I look forward to trying out Pandemonic Voyage once I'm done with BTSX.

One issue I ran into, though -- the in-game help is pretty messed up on ultrawide. Text runs off the right side of the screen and images overlap the text. I ended up opening up the pk3 and reading the MENUDEF instead.

E: is there a list somewhere of what the various armours and weapon sidegrades do? I cannot figure out how to trigger the plasma rifle's "overcharge" upgrade, and it would be nice to know if e.g. white armour is better or worse than gold without needing to scrap my current armour to find out.
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DustedPandemonic
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by DustedPandemonic »

ToxicFrog wrote: Wed Feb 22, 2023 3:53 pm I'm trying this out with BTSX to test the next release of GB and it's loads of fun. Very stylish, too; I look forward to trying out Pandemonic Voyage once I'm done with BTSX.

One issue I ran into, though -- the in-game help is pretty messed up on ultrawide. Text runs off the right side of the screen and images overlap the text. I ended up opening up the pk3 and reading the MENUDEF instead.

E: is there a list somewhere of what the various armours and weapon sidegrades do? I cannot figure out how to trigger the plasma rifle's "overcharge" upgrade, and it would be nice to know if e.g. white armour is better or worse than gold without needing to scrap my current armour to find out.
Hmm, I can see if I can replace the mod info pages with a better ZScript version than the old MENUDEF.
Currently there isn't any proper documentation of the armors or sidegrades, I can maybe make a spreadsheet or something for things like that. I also plan to make video guides of some of the more intricate features in the mod, likely once I get 2.4 and the Insurrection addon released.
As for the Overcharge sidegrade, it activates through altfire.
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ToxicFrog
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by ToxicFrog »

I don't like video guides, but I know a lot of people really prefer them so they're probably good to have, yeah.

For the info pages, I have some code here demonstrating automatic text wrapping and display based on screen size in zscript; it might be useful to you.

And I completely forgot that altfire even existed -- thank you!

In other news, I've now seen a weird bug twice now in BTSX, where the level softlocks because a key has vanished -- this has happened in both MAP08 and MAP10 so far. Does Pandemonia have a mechanic where enemies can pick up keys and run off with them or something? I'm not 100% sure it's Pandemonia causing it, but it is the most complicated mod I have loaded at the moment.


E: and another weirdness -- this one I really don't know if it's a Pandemonia issue or a Gun Bonsai bug -- picking up those little helmet-shaped armour bonuses doesn't do anything to repair the Gold Armour. Using armour repair kits works though.

I'm also getting a crash whenever I try to use a weapon repair kit. "Attempt to read from address 0" at RepairKit.txt:37, which is dereferencing maxdur - it looks like it assumes FindInventory(durability) always succeeds. printinv shows that I have a DustStreetsweeper, StreetsweeperDurability (44/60), and StreetsweeperToken, so it should work...

oh, looking at it some more it's calling FindInventory, not owner.FindInventory. Changing it to owner.FindInventory fixes it.
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by ToxicFrog »

On further rummaging, I think the helmets not working is a Gun Bonsai bug; at least, the little armour bonuses dropped by Scavenge Steel never work with Pandemonia armour and it would not surprise me if at some point interactions with Scavenge Steel/Dark Harvest break the Pandemonia armour bonuses as well. I'll look into it on my end.

In the meantime, since I was rummaging through the Pand armour code anyways, here's a quick list of armour types for anyone else curious:
- Security (green): 35% def, 30% resist bullets, 120 durability
- Combat (blue): 50% def, 40% resist plasma, 200 durability
- Skirmish (red): 60% def, 45% resist explosions, 300 durability
- Bulletproof Vest (dark grey vest): 30% def, 70% resist bullets, 100 durability
- Operative Armour (white): 40% def, 35% resist fire, 100 durability
- Admiral Armour (gold): 50% def, 45% resist fire, 220 durability
- Plasmatic Detonator (blue vest): 35% def, 25% resist plasma, 150 durability, DETONATION PACK activated ability (damages enemies around you, self-damages if below 150 armour)
- Medical Armour (white with red cross): 60% def, 40% resist bullets, 250 durability, REGENERATION passive ability (health gradually recharges when out of combat)
- FIREBLU Armour (flashing red and blue): 50% def, 50% resist fire, 666 durability, DISORIENTATION passive ability (same as Blursphere powerup except it destroys your eyeballs)
- Cybernetic Armour (grey and green): 60% defence, 50% resist plasma, 250 durability, ENERGY SHIELD activated ability (creates a reflective barrier in front of you; costs cells)
- Brimstone Armour (orange and grey): 60% defence, 60% resist fire, 250 durability, FIRE TRAIL passive ability (leave a trail of fire behind you; it does not hurt you)
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worldendDominator
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by worldendDominator »

ToxicFrog wrote: Sun Feb 26, 2023 12:26 pm On further rummaging, I think the helmets not working is a Gun Bonsai bug; at least, the little armour bonuses dropped by Scavenge Steel never work with Pandemonia armour and it would not surprise me if at some point interactions with Scavenge Steel/Dark Harvest break the Pandemonia armour bonuses as well. I'll look into it on my end.

In the meantime, since I was rummaging through the Pand armour code anyways, here's a quick list of armour types for anyone else curious:
- Security (green): 35% def, 30% resist bullets, 120 durability
- Combat (blue): 50% def, 40% resist plasma, 200 durability
- Skirmish (red): 60% def, 45% resist explosions, 300 durability
- Bulletproof Vest (dark grey vest): 30% def, 70% resist bullets, 100 durability
- Operative Armour (white): 40% def, 35% resist fire, 100 durability
- Admiral Armour (gold): 50% def, 45% resist fire, 220 durability
- Plasmatic Detonator (blue vest): 35% def, 25% resist plasma, 150 durability, DETONATION PACK activated ability (damages enemies around you, self-damages if below 150 armour)
- Medical Armour (white with red cross): 60% def, 40% resist bullets, 250 durability, REGENERATION passive ability (health gradually recharges when out of combat)
- FIREBLU Armour (flashing red and blue): 50% def, 50% resist fire, 666 durability, DISORIENTATION passive ability (same as Blursphere powerup except it destroys your eyeballs)
- Cybernetic Armour (grey and green): 60% defence, 50% resist plasma, 250 durability, ENERGY SHIELD activated ability (creates a reflective barrier in front of you; costs cells)
- Brimstone Armour (orange and grey): 60% defence, 60% resist fire, 250 durability, FIRE TRAIL passive ability (leave a trail of fire behind you; it does not hurt you)
There's also combined armor (green-blue, green-red, and blue-red), which has defense and durability of the strongest of its parts and resistances of both.
You get it if you wear green or blue armor and pick up a mega or super sphere.
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DustedPandemonic
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by DustedPandemonic »

ToxicFrog wrote: Sun Feb 26, 2023 8:04 am In other news, I've now seen a weird bug twice now in BTSX, where the level softlocks because a key has vanished -- this has happened in both MAP08 and MAP10 so far. Does Pandemonia have a mechanic where enemies can pick up keys and run off with them or something? I'm not 100% sure it's Pandemonia causing it, but it is the most complicated mod I have loaded at the moment.


E: and another weirdness -- this one I really don't know if it's a Pandemonia issue or a Gun Bonsai bug -- picking up those little helmet-shaped armour bonuses doesn't do anything to repair the Gold Armour. Using armour repair kits works though.

I'm also getting a crash whenever I try to use a weapon repair kit. "Attempt to read from address 0" at RepairKit.txt:37, which is dereferencing maxdur - it looks like it assumes FindInventory(durability) always succeeds. printinv shows that I have a DustStreetsweeper, StreetsweeperDurability (44/60), and StreetsweeperToken, so it should work...

oh, looking at it some more it's calling FindInventory, not owner.FindInventory. Changing it to owner.FindInventory fixes it.
Honestly I have no clue what's up with the keys, right now there's no weird mechanics with them.
Pand armor might not work at all with Gun Bonsai's armor related upgrades, as BasicArmor isn't used here... idk what the best method would be to fix that.
Repair kit and durability weapon stuff will all be fixed in 2.4, as durability is now tied to the weapon itself rather than hacky inventory stuff. Same with sidegrades (mostly) and weapon reloads.
I do have a spreadsheet now for the armor and sidegrades that will be released alongside 2.4's pre release which should be relatively soon.
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ToxicFrog
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by ToxicFrog »

After fixing some bugs in bonsai_use_builtin_actors on my end, setting that to false lets Scavenge Steel work normally. Dark Harvest is busted but that's something I need to fix on my end, since yours probably isn't the only mod doing esoteric armour stuff that doesn't rely on BasicArmor -- might just have that also respect bonsai_use_builtin_actors and teleport helmets right into your torso.

E: solved the issue with the keys as well -- not pandemonia related at all, a certain GB upgrade was deleting keys under some circumstances and Pand just happened to be the mod I was using the first time I played long enough to trigger it.
Apteral10
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by Apteral10 »

I decided to give this mod a go and... It has been kicking my rear fair amount of times when I play it with Colorful Hell as monster pack and Maps of Chaos Overkill as the map pack with the difficulty of UV + MP monsters. Last time I was only able to make it to Tricks and Traps. Now I am at Refueling Base. (Mostly skill issue on my part why so little progress).
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DarkQuill
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by DarkQuill »

Played through D2TWID, Ancient Aliens and Hellbound with this. It's heaps of fun, and built so lightweight and efficiently that it works even on Hellbound Map29 with little to no slowdown. That's a good benchmark to pass for such a complex mod.

I have yet to find anything that drops the Sacrosanct Aeonstave weapon though after 3 playthroughs. Not sure if I'm just unlucky or I need to set the difficulty scaler higher? Or is it not actually fully implemented yet.
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DustedPandemonic
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by DustedPandemonic »

DarkQuill wrote: Fri Apr 07, 2023 8:04 am Played through D2TWID, Ancient Aliens and Hellbound with this. It's heaps of fun, and built so lightweight and efficiently that it works even on Hellbound Map29 with little to no slowdown. That's a good benchmark to pass for such a complex mod.

I have yet to find anything that drops the Sacrosanct Aeonstave weapon though after 3 playthroughs. Not sure if I'm just unlucky or I need to set the difficulty scaler higher? Or is it not actually fully implemented yet.
Thanks, glad you're enjoying it!
Sacrosanct Aeonstave is dropped from a rare cyberdemon replacement. Might have just gotten some weird luck that won't let it spawn, as it's rare, but not extremely rare that it wouldn't appear after several playthroughs. Pandemonia 2.4 will include various options to re-roll autosaves at the start of a map so you can get different enemies while still keeping your entire playthrough's progression.

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