Dusted's Pandemonia (v2.5.2) (+ Monsters-only) (Anarchy and Insurrection addons!)

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

Post by DarkQuill »

That sounds awesome.

Yep just unlucky, mostly Dreamweavers and Dark Cardinals, I had to play through Speed of Doom and invoke the absurdity of Twilight Massacre to finally get the Ecclesiarch to show up and drop the staff. It's pretty good.
Apteral10
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by Apteral10 »

I am liking the mod so far, I decided to drop the colourful hell mod as I discovered from the mod info how you built the difficulty system. I decided to do it all from the beginning. Right now I am at... Industrial Zone (Maps of Chaos overkill) and man the downtown really kicked my rear a lot. Especially since the terminator spawned there and once got clapped by a cyber knight rocket because I thought it was already dead and I was focusing on a Pyro demon or something. I think there might be a bug with the mystery orbs and you have limited them to be carried to 2 from level to level. I completed two maps in a row finding all secrets and killing all enemies. When I completed the second map without using any of the mystery orb items. When I got to level 3 I only had 2 of them instead of 4. My assumption is that you limited this to only 2.

Although there might be a bug involved with it. Not absolutely sure but, I do have a feeling that there is: If you overflow your mystery orbs and spend all in next level. You will move onto the next level with two mystery orbs even if you spent all in the last level. Not sure whether it is intended but, if you collect sidegrades to max out your reserves to the cap of 150 (As an example what comes on Shotgun Shells). Are the following sidegrade collections supposed to restore 20 shells?
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DarkQuill
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by DarkQuill »

I've made a patch for this to use with the AugerZenith mapset, available on Mediafire here. The following is in the readme within;

What does this do?
Removes the changes that Pandemonia does to the tall and short torch decorations, as well as the small candle and candelabra.
Auger Zenith uses these for misc decorations, most of which you are able to pass through. This basically just replaces the default objects with renamed ones so it skips over the altered Pandemonia ones.

Auger Zenith also has its own custom Exploding Barrel sprites, so I've made dupes of that and put them in here as well to replace the additional barrel frames from Pandemonia.
antpostal
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by antpostal »

Is there going to be a monster only update to 2.4. Is that still a thing?
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DustedPandemonic
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by DustedPandemonic »

Apteral10 wrote: Mon Apr 24, 2023 7:02 am Although there might be a bug involved with it. Not absolutely sure but, I do have a feeling that there is: If you overflow your mystery orbs and spend all in next level. You will move onto the next level with two mystery orbs even if you spent all in the last level. Not sure whether it is intended but, if you collect sidegrades to max out your reserves to the cap of 150 (As an example what comes on Shotgun Shells). Are the following sidegrade collections supposed to restore 20 shells?
Intended behavior is you can only carry 2 Completionist rewards between maps, since the maximum amount you can have is 4. That's mainly in there for balance but also to guarantee you'll still get any reward gems from the next map.
For sidegrades, picking up any after maxing your ammo capacity will only give a small bundle of ammo for that weapon, however it will still increase the game level. It's kinda rare to get fully maxed ammo capacity, but a little bit of extra ammo helps as well.
DarkQuill wrote: Thu Apr 27, 2023 2:11 am I've made a patch for this to use with the AugerZenith mapset, available on Mediafire here.
Good stuff, I'll include this patch as an addon in the main post.
antpostal wrote: Thu Apr 27, 2023 4:06 am Is there going to be a monster only update to 2.4. Is that still a thing?
Yep, monster only version will be released after fixing any necessary bugs from 2.4's main release. Alongside 2.4, Pandemonia: Insurrection and Pandemonia: Anarchy will be released as well. Anarchy's monster module will also be compatible with the monster only version of Pandemonia once it is released.
antpostal
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by antpostal »

Sounds good. I can wait alittle longer I’m still looking at new wads to play with that I can do a fresh run with this. I plan on doing some long runs with two good looking wads. One called atonement and the other is anomoly report. Which should go great with this.
antpostal
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by antpostal »

Btw is there a time frame of when 2.4 will be released
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GFD
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by GFD »

I’ve been really enjoying playing with this mod in combination with a couple others like Corruption Cards and Gun Bonsai. There’s a great deal of polish here!

I’m assuming bug reports just go in this thread… Putting a bunch of mods through their paces with a hardcore Doom II playthrough, I got I think 3 random VM crashes, which I shrugged off. But MAP27 I haven’t been able to complete without a VM crash, so I did some digging. A primary issue is that, when a Chaos Ophydian stomachs the top monster of a vehicle stack while also targeting a monster in that stack, I get an error like this (presumably target becomes null):

Code: Select all

VM execution aborted: tried to read from address zero.
Called from ChaosOphydian.StateFunction.22 at Pandemonia-v2.3.pk3:pandzs/monsters/spectre/chaosophydian.txt, line 80
Called from state ChaosOphydian.22 in ChaosOphydian
Here’s a minimal example video. I’m assuming this is an issue on Pandemonia’s end based on the fact that this was the only monster I could get this to manifest with in some limited testing, and I’m also assuming this hasn’t already been fixed for the next version (it’s a pretty specific situation I happened upon). If it’s important, the load order here is:
  1. Pandemonia-v2.3.pk3
  2. CorruptionCards-v4.5a.pk3
  3. Pand-Cards-v1.0.pk3
I also got a very non‐minimal example video while trying to narrow down the problem. This technically showcases even more issues — among them, the Chaos Ophydian here is a Gun Bonsai‐created minion (via a Revivification upgrade) but it doesn’t have the transparent blue appearance that Gun Bonsai tries to give it, and also minions will apparently still try to swallow hostile monsters — but I’m mostly concerned about the crashes.

Also, I’m having the same issue with the Mod Info screens described here. It doesn’t seem to be impacted by any other settings (including the mentioned “Disable menu clean scaling” setting) or loaded mods.
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DustedPandemonic
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by DustedPandemonic »

antpostal wrote: Sun Apr 30, 2023 5:46 pm Btw is there a time frame of when 2.4 will be released
Not too sure yet, definitely within the month as just about everything planned for the update is finished.
GFD wrote: Mon May 01, 2023 6:55 am I’ve been really enjoying playing with this mod in combination with a couple others like Corruption Cards and Gun Bonsai. There’s a great deal of polish here!

I’m assuming bug reports just go in this thread… Putting a bunch of mods through their paces with a hardcore Doom II playthrough, I got I think 3 random VM crashes, which I shrugged off. But MAP27 I haven’t been able to complete without a VM crash, so I did some digging. A primary issue is that, when a Chaos Ophydian stomachs the top monster of a vehicle stack while also targeting a monster in that stack, I get an error like this (presumably target becomes null):

Code: Select all

VM execution aborted: tried to read from address zero.
Called from ChaosOphydian.StateFunction.22 at Pandemonia-v2.3.pk3:pandzs/monsters/spectre/chaosophydian.txt, line 80
Called from state ChaosOphydian.22 in ChaosOphydian
Here’s a minimal example video. I’m assuming this is an issue on Pandemonia’s end based on the fact that this was the only monster I could get this to manifest with in some limited testing, and I’m also assuming this hasn’t already been fixed for the next version (it’s a pretty specific situation I happened upon). If it’s important, the load order here is:
  1. Pandemonia-v2.3.pk3
  2. CorruptionCards-v4.5a.pk3
  3. Pand-Cards-v1.0.pk3
I also got a very non‐minimal example video while trying to narrow down the problem. This technically showcases even more issues — among them, the Chaos Ophydian here is a Gun Bonsai‐created minion (via a Revivification upgrade) but it doesn’t have the transparent blue appearance that Gun Bonsai tries to give it, and also minions will apparently still try to swallow hostile monsters — but I’m mostly concerned about the crashes.

Also, I’m having the same issue with the Mod Info screens described here. It doesn’t seem to be impacted by any other settings (including the mentioned “Disable menu clean scaling” setting) or loaded mods.
Glad you're enjoying it! The Ophydian VM abort will be fixed for 2.4, seems like one of those weird edge-cases with mod interactions.
Not too sure what else could be affecting the mod info screens, perhaps your resolution? I've been wanting to rewrite those menus for a while to fix issues like that and also to make some better looking info pages. Maybe a monsterpedia of sorts? I miiight just have to experiment and get the hang of ZScript-based menus, hah.
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[]Dot
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Re: Dusted's Pandemonia (v2.3) (+ A Monster-only version!)

Post by []Dot »

DustedPandemonic wrote: Sat Dec 03, 2022 1:22 pm Not too sure what could be causing the Nashgore issue, I'll look into it for next monsters only.
I managed to fix this issue by doing more jury rigging to my version of Nashgore mod which I have borrowed from universal gore mod which has a better system for handling colored blood and gibs.
DustedPandemonic wrote: Sat Dec 03, 2022 1:22 pm In the future I'll try to implement something to prevent super high tier monsters, but for right now the best way is to edit the spawns manually or change the progression scale very high.
That would be great. Because so far fighting against your monsters is pretty nice, as long I don't have to face one of those super bosses or other highly dangerous monsters.
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DustedPandemonic
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Re: Dusted's Pandemonia (v2.4) (+ Monsters-only) (Anarchy and Insurrection addons!)

Post by DustedPandemonic »

Hello all! Pandemonia version 2.4 has been released! This update is rather massive, plus I have also released the first public versions of the Anarchy and Insurrection addons. There are also updates to the ZPack patch and the Corruption Cards patch. See the original post in this thread for all download links, the changelog, and other extra bits of important info. An info spreadsheet for sidegrades and armor is also provided!

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Ranubis
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Re: Dusted's Pandemonia (v2.4) (+ Monsters-only) (Anarchy and Insurrection addons!)

Post by Ranubis »

Hey, your mod is really great, i love how weapons and enemies feel. I just had a weird bug with keys, whenever i pick a key his color doesnt match with keys icon on hud, it is really weird and i have no idea why this happens. its just a minor visual bug but it can be very annoying and also confusing.
cosmos10040
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Re: Dusted's Pandemonia (v2.4) (+ Monsters-only) (Anarchy and Insurrection addons!)

Post by cosmos10040 »

Great mod! I got this error when running with codefx:

CodeFX.pk3:zscript.fx, line 603: Class name BigSmoke already exists
CodeFX.pk3:zscript.fx, line 603: BigSmoke already has defaults
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DustedPandemonic
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Re: Dusted's Pandemonia (v2.4) (+ Monsters-only) (Anarchy and Insurrection addons!)

Post by DustedPandemonic »

Ranubis wrote: Sat Jun 03, 2023 12:31 pm Hey, your mod is really great, i love how weapons and enemies feel. I just had a weird bug with keys, whenever i pick a key his color doesnt match with keys icon on hud, it is really weird and i have no idea why this happens. its just a minor visual bug but it can be very annoying and also confusing.
Glad you're enjoying it! I believe the issue with the keys in the HUD was present in one of the 2.4 pre releases, are you sure you're not loading that or an earlier version? It could also be possible that another mod may be overwriting those graphics. If it's a mapset causing the issue, I recommend loading any mapset before Pandemonia to resolve any audio or graphical conflicts.
cosmos10040 wrote: Sat Jun 03, 2023 5:24 pm Great mod! I got this error when running with codefx:

CodeFX.pk3:zscript.fx, line 603: Class name BigSmoke already exists
CodeFX.pk3:zscript.fx, line 603: BigSmoke already has defaults
For right now CodeFX will be incompatible, but I'll make sure to change the class name to prevent future conflicts.
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MsrSgtShooterPerson
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Re: Dusted's Pandemonia (v2.4) (+ Monsters-only) (Anarchy and Insurrection addons!)

Post by MsrSgtShooterPerson »

Hey, Dusted! Just wanted to report I recieved the following error while squaring off with a Cryptek:

https://imgur.com/a/RDmHaDt

Thanks again for this amazing work, and congratulations l with the new addons too! Was just wondering also, I'm playing with Insurrection and Anarchy too, after a few episodes worth of play going up to difficulty level 60+ (and getting mauled for it), I seem to have not recieved any sidegrade yet other than the regular upgrades (i.e. strength, chaos, etc.) - are sidegrades overall that rare?

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