SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.

Should every weapon be forced to reload?

 
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RE: SyringeMod for Complex Doom - Goodbye reloads, hello new monsters!

#41

Post by Flying Spidersnake » Sat Jan 11, 2014 4:28 pm

I'm getting a fatal error when using Zandronum, something about Replaced type ArmorBooster not found in RechargePack 2. It works fine with GZdoom, however

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RE: SyringeMod for Complex Doom - Goodbye reloads, hello new monsters!

#42

Post by Ænima » Sat Jan 11, 2014 5:44 pm

Are you using Complex-Doom.v15e.pk3?
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RE: SyringeMod for Complex Doom - Goodbye reloads, hello new monsters!

#43

Post by Flying Spidersnake » Sun Jan 12, 2014 12:05 am

That would explain it, thanks! This mod mod is great, credit to both you and Cacodemon.

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RE: SyringeMod for Complex Doom - Goodbye reloads, hello new monsters!

#44

Post by Ænima » Tue Jan 14, 2014 10:50 pm

Updated in order to run with the latest Complex Doom (16a at the time of this post), and also made a few other changes:
  • v3b:
    ---------------
  • Added the Tek Imp!
  • Made the pistol slightly more accurate.
  • Added recoil to all bullet and shell type weapons as well as the Railgun. It corrects itself so hopefully it shouldn't be too invasive.
  • Replaced some of the SSG's sounds.
http://www.mediafire.com/download/5hyyt ... od_v3b.pk3

EDIT:
Oh and this is what the Tek Imp looks like, if you were wondering.
Last edited by Ænima on Tue Jan 14, 2014 10:51 pm, edited 1 time in total.
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RE: SyringeMod for Complex Doom - Goodbye reloads, hello new monsters!

#45

Post by adamclare87 » Tue Jan 14, 2014 10:53 pm

Ænima wrote:
EDIT:
Oh and this is what the Tek Imp looks like, if you were wondering.
And I thought I had enough Tekimpse for one lifetime!
Last edited by adamclare87 on Tue Jan 14, 2014 10:54 pm, edited 1 time in total.

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RE: SyringeMod for Complex Doom - Goodbye reloads, hello new monsters!

#46

Post by Ænima » Thu Jan 16, 2014 9:22 pm


UPDATE:
Replaced the Pyro Demon with the Cryo Demon!



[spoiler]Image
Image[/spoiler]


All of his attacks are ice-based versions of the Pyro Demon's original attacks (balls, comet, floor explosion). He is surrounded by an icy mist and bleeds ice crystals. D:



Other changes here:

  • v3c:
    ---------------
  • Fixed the armor bonuses.
  • Tracers no longer spread when chaintapping the assault rifle.
  • Added punctuation to the roach's obituary message.
  • Reverted the health bonuses to the way they were before Complex v16.
  • Replaced the Pyro Demon with the Cryo Demon!
  • Replaced the assault rifle's pickup/select sound.
  • Roaches spawn less often now.

[- v3c LINK -]
Last edited by Ænima on Thu Jan 16, 2014 9:40 pm, edited 1 time in total.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
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RE: SyringeMod for Complex Doom - Goodbye reloads, hello new monsters!

#47

Post by Javier » Thu Jan 16, 2014 11:43 pm

is beautiful
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RE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!

#48

Post by Kara Kurt » Sun Jul 27, 2014 6:05 pm

This mod is no longer compatible with the latest version, but I might be wrong.
Script error, "complex-doom_syringemod_v3d.pk3:decorate" line 132:
Parent type 'Chainsaw~' not found in Chainsaw~~

Execution could not continue.

Script error, "complex-doom_syringemod_v3d.pk3:decorate" line 132:
Replaced type 'Chainsaw~' not found in Chainsaw~~
Anyway couple of questions:

1- Why replace the Pyrodemon but keep it with the Cyro instead?

2- Will Syringe replace ComplexDoom's reloadable weapons with Syringe's non-reloadable weapons, if I play them together?

3- Is it possible to make bots obey your radio orders?
Last edited by Kara Kurt on Sun Jul 27, 2014 6:11 pm, edited 1 time in total.

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RE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!

#49

Post by Ænima » Sun Jul 27, 2014 6:57 pm

Kara Kurt wrote: This mod is no longer compatible with the latest version, but I might be wrong.
Script error, "complex-doom_syringemod_v3d.pk3:decorate" line 132:
Parent type 'Chainsaw~' not found in Chainsaw~~

Execution could not continue.

Script error, "complex-doom_syringemod_v3d.pk3:decorate" line 132:
Replaced type 'Chainsaw~' not found in Chainsaw~~
Yeah, much to Daedalus's ego's pleasure, i've ceased working on the mod for a while because I just don't have time anymore and honestly Complex Doom is starting to bore me. I might pick it up again if there's enough of a demand for it, but no promises.
Kara Kurt wrote: 1- Why replace the Pyrodemon but keep it with the Cyro instead?
Iunno. No real rhyme or reason, i just wanted to toss things up a little and make SyringeMod seem like a fresh experience from the typical Complex gameplay. There's a few other monster "element" flips that I want to try, like ice/earth Lost Souls.
Kara Kurt wrote: 2- Will Syringe replace ComplexDoom's reloadable weapons with Syringe's non-reloadable weapons, if I play them together?
Yes, that's the intention but it probably doesn't work that way in the latest version since it's no longer compatible. :p
Kara Kurt wrote: 3- Is it possible to make bots obey your radio orders?
Nope.
Reinforcements: midgame Survival joining/respawning
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RE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!

#50

Post by Kara Kurt » Sun Jul 27, 2014 7:30 pm

Meh it's a shame, I wanted to give this a try since I like the syringe system along with the radio chat.

Anyway, what was your intention on leaving shotguns as reloadables only? I like the weapons reload animations, it's a cool concept. And being a fana of everything that is related to gun mechanics, such as breech-loading, bolt-actions and how they're working, I must say that ComplexDoom weapons are very well animated.

The presence of bullet in chamber is nicely simulated when reloading the guns.

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RE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!

#51

Post by Ænima » Sun Jul 27, 2014 7:51 pm

Idunno, it was just a design choice. I wanted to use reloading only as a gameplay mechanic, not a gimmick. Let's face it, pretty much every mod out right now that has custom weapons forces the player to reload after exhausting their magazine. I wanted to make it so that reloading was more of a check-and-balance on really really powerful weapons like the Railgun and Auto Shotgun, and more of a focus would be placed on classic Doom "slaughter" type combat (seeing as most of the map packs CD seems to be hosted with are those with high monster counts).

You can argue that reloading encourages more "teamwork" (like covering each other during reloads), but honestly that shit never happens unless you're really REALLY coordinated with your teammates and/or using Skype or Teamspeak. 75% of the time, when you die during reloading, it's because you're the last player alive and there's nobody around to cover you.
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RE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!

#52

Post by DevilHunter » Sun Jul 27, 2014 11:48 pm

What version did SyringeMod work with last? I forgot. I might not even have the version anymore, and with Dae deleting all the old versions for whateva reason, its kinda hard to track it down :/

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RE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!

#53

Post by Konda » Mon Jul 28, 2014 7:25 am

Ænima wrote:
UPDATE:
Replaced the Pyro Demon with the Cryo Demon!



[spoiler]
Image
Image
[/spoiler]


All of his attacks are ice-based versions of the Pyro Demon's original attacks (balls, comet, floor explosion). He is surrounded by an icy mist and bleeds ice crystals. D:



Other changes here:


  • v3c:
    ---------------
  • Fixed the armor bonuses.
  • Tracers no longer spread when chaintapping the assault rifle.
  • Added punctuation to the roach's obituary message.
  • Reverted the health bonuses to the way they were before Complex v16.
  • Replaced the Pyro Demon with the Cryo Demon!
  • Replaced the assault rifle's pickup/select sound.
  • Roaches spawn less often now.



[- v3c LINK -]
Tested it with complex-doom.v16a.pk3 and it works fine. The next one after that I have is v17c which doesn't work with syringemod. Since I didn't find v16a on best ever I'm going to upload it on mediafire and share the link with you guys:
http://www.mediafire.com/download/481ul ... m.v16a.pk3

Have fun, though I'll say that complex doom has advanced a lot since this version.

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RE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!

#54

Post by Ænima » Fri Aug 01, 2014 12:46 am

So, tried Complex 22b today (haven't joined a survival server in months, haven't touched CD since ... uhhhh like version 18 i think?) and i'm pretty confused. Everything's louder and brighter and laggier than the last version I saw. Monster attacks seem to thrust me all over the place for some reason. Some sprite changes were for the better, but most just end up looking even more like Brutal Doom.

The grenade key seems like an afterthought. Once again a "look at my mod, it has that feature too!". The amount of wallbounce on the grenade actually felt perfect but i feel like there really needs to be more floorbounce. It also sucks that there's no "charge", you have to just kinda waste 5 grenades or so before you get used to the arc and distance.

I actually preferred the previous HUD to this one. The bottom half feels way too busy, and of all the colors, did the main HUD color have to be bright yellow? Not a cool blue like the last one? Even a slightly desaturated green like the Zandronum color would be cool to see. Any color that stands out from red and brown and doesn't stay burned into your eyes when you close them would be nice, honestly.

The effects are way too busy. I mean they were already at the threshold of killing my shitty comp in the last version but now i have trouble maintaining a decent framerate in the HR CD server. It's funny because some effects like projectile trails and explosions had a lot of attention (aka copy+paste) paid to them yet others like bulletpuffs are the cheap ugly looking "ricochets" with pac-man trails that have been in at least one mod a year for the past 7 years. Some sounds are still way too repetitive, or loud.

Haven't played enough to comment on how i feel about the monster changes yet. So far nothing bad or good to say.


Either way, I don't really have a lot of free time for modding as of late, and I'm not going to spend whatever time i have on trying to maintain compatibility with a mod that changes resources every version, and a mod which i honestly won't get any enjoyment out of when I do work on it because the direction of Complex Doom seems to be moving more and more towards HardBrutal/ZDoom-forum-cassarole. I'll either continue to work on SyringeMod but make it keep using an outdated version of CD, or detach it from CD completely and make it standalone. :o


... ACTUALLY I won't say much right now but me and Bloax were kind of working on a thing, idunno i haven't spoken to him in a while but we has some cool ideas.
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RE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!

#55

Post by Kara Kurt » Fri Aug 01, 2014 12:55 am

I didn't like CD's old hud due to aliasing in the life bar making it look ugly.

But I gotta agree with the grenade key. Also, why do they explode instantly by touching a monster? Real grenades doesn't explode when they hit an enemy!

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RE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!

#56

Post by Untitled » Fri Aug 01, 2014 1:30 am

Kara Kurt wrote: I didn't like CD's old hud due to aliasing in the life bar making it look ugly.

But I gotta agree with the grenade key. Also, why do they explode instantly by touching a monster? Real grenades doesn't explode when they hit an enemy!
Because it's more fun that way - imagine having to literally aim every grenade up because aiming horizontally will make it bounce off the thing you're aiming at, quite potentially straight at you, meaning that effectively there's only a very specific distance you can hit the monsters at, making the grenade is useless at both long and short range.

This isn't fun.

I'd rather make then like Quake grenades.

Those were fun.
Last edited by Untitled on Fri Aug 01, 2014 1:31 am, edited 1 time in total.
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RE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!

#57

Post by Konda » Fri Aug 01, 2014 1:58 am

Ænima wrote: So, tried Complex 22b today (haven't joined a survival server in months, haven't touched CD since ... uhhhh like version 18 i think?) and i'm pretty confused. Everything's louder and brighter and laggier than the last version I saw. Monster attacks seem to thrust me all over the place for some reason. Some sprite changes were for the better, but most just end up looking even more like Brutal Doom.
I'll sum up the changes:
Spoiler: Changes summary (Open)
I guess the sounds and the resources in general are a matter of personal preference. I prefer the current version's resources over the resources from v16a.

It has some new things - It has new monsters, and 2 new weapons - the demontech rifle (rapid fire of fast green projectiles that do a lot of damage) and the demontech bfg10k (quake 2 bfg, the bfg balls fire rails at enemies). They use their own ammo and are only dropped by demontech zombies and dark cardinals (or flying spider masterminds), respectively. The cacodemon-type monsters can thrust themselves at random times to dodge the player's attacks. I looked at the code thinking that there is some actual AI behind the timing of the thrust but it turns out it's just random. But somehow they often thrust themselves right before I'm about to fire something, effectively dodging the shot.

With the demontech BFG10k addition, the dark cardinal became even more of a powerhouse since it can fire the weapon, and that weapon is nasty. In doom 2 map20 I fired 2 shots of that weapon at the cyber annihilator. Killed both the annihilator and the demolisher that was near it. The ammo for the weapon can also be obtained through backpacks. Also, the dark cardinal revives nearby monsters in its pain state. Can't remember if it did that in v16, though.

The SSG and Quad shotgun have an alternative fire mode where they can fire half of the loaded shells without reloading afterwards (IIRC SST does this with its SSG too, not too sure). It may not sound like much but for me those things are useful.

When grenades got added I was thinking the same thing, but they ended up being useful. Sometimes you want to make use of a bouncy explosive, and the only weapon with bouncing projectiles is the grenade launcher and you can rarely get that. Also, when the hand grenade explodes it alerts monsters so it's useful if you need to know what's waiting for you in those rooms you can only get to by elevators or need to jump in a pit.

I guess it sucks when the effects lag. For me they don't and personally I think they look awesome. Note however than I'm no critic in the effects area because pretty much any effect that looks better than the Doom 2 effects is good in my book.
All in all if you plan on continuing working on this I suggest either updating it to the latest complex doom version or detaching it & making it a different, standalone mod, because I doubt people are going to ditch all the new stuff that came with the development of CD for an old version with a syringe, a new monster, and a few sound changes. Just saying.
Last edited by Konda on Fri Aug 01, 2014 2:05 am, edited 1 time in total.

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RE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!

#58

Post by Ænima » Fri Aug 01, 2014 3:38 am

No I know most players wouldn't want to have to "roll back" their gameplay experience like that. It's like trying to play AoW2 after playing the forked versions. Also the inevitable barrage of "WHY DOESN'T THIS WORK ??? " from anybody who missed the memo would be kind of frustrating.

And yeah I saw the new weapons. The demon BFG is hella powerful but kind of boring in its action. I did like the alien SMG thing though. Might be a tad OP, not sure. It's a good spray weapon, and niche weapons are what I think CD needs more of to set it apart from the "replace everything and make it pretty" genre of mods. Also I'm not sure how I feel about railgun having its own zoom key ...
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