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?

 
Total votes: 0

W1D3A55
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RE: SyringeMod for Complex Doom

#21

Post by W1D3A55 » Tue Dec 10, 2013 7:56 pm

Health donor: walk near an aim at a designated player and give them 5-10 health per use. This takes away the set amount of healh away from you in the process. Unable to use it if your health is 20 or below
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RE: SyringeMod for Complex Doom

#22

Post by Ænima » Thu Dec 12, 2013 4:47 am

Something I coded in a couple hours of spare time:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
(Yes yes, I know, RTCW:ET sounds. :p I might replace those clips or record my own if I get around to it.)

The GUI is also very bare-bones. I might pimp out someone with better Photoshop skills than I to make something flashier. :o


Anyways, v2e is out! See the first post for the download link and changelog.

EDIT: Oh you also need to be using the latest version of ComplexDoom, v13e.
Last edited by Ænima on Thu Dec 12, 2013 5:08 am, edited 1 time in total.
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RE: SyringeMod for Complex Doom, now with radio commands!

#23

Post by Slim » Thu Dec 12, 2013 5:45 am

Heh, at least the breathing before the injecting isn't goofy sounding like AOW2's. In fact, it's kinda funny.

oh my gerd drug abuse

Maybe you should add some sort of impairment from using it too much in too little time.
Last edited by Slim on Thu Dec 12, 2013 5:45 am, edited 1 time in total.
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RE: SyringeMod for Complex Doom, now with radio commands!

#24

Post by Ænima » Thu Dec 12, 2013 11:50 am

Suicide Slim wrote: Maybe you should add some sort of impairment from using it too much in too little time.
Already done. There's a 5 second wait period before you're allowed to use the radio again after using it.
Reinforcements: midgame Survival joining/respawning
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AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
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RE: SyringeMod for Complex Doom, now with radio commands!

#25

Post by Espio » Thu Dec 12, 2013 12:19 pm

Ænima wrote:
Suicide Slim wrote: Maybe you should add some sort of impairment from using it too much in too little time.
Already done. There's a 5 second wait period before you're allowed to use the radio again after using it.
Well that's good. Certainly better than what your older mercs wad allowed with radio commands. Sheesh the spam.
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RE: SyringeMod for Complex Doom, now with radio commands!

#26

Post by Mr.Man » Thu Dec 12, 2013 1:09 pm

You could make a list of commands. Then you can use more lines.

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RE: SyringeMod for Complex Doom, now with radio commands!

#27

Post by Ænima » Thu Dec 12, 2013 2:26 pm

Mr.Man wrote: You could make a list of commands. Then you can use more lines.
Well I wanted to make it so that you could quickly choose an option instead of having to scroll through a list. Also I don't think that many choices are necessary.

I might also make a fourth category (since the down key doesn't have one) and call it "Recon". It would have things like "Health/ammo here!", "Cyberdemon!", "Archvile!" Or other things you'd want to notify your teammates of.


Oh the next version will feature a "ragequit alarm"! If you disconnect less than 8 seconds after dying, a message will appear along with the sound of Bruce Willis saying "SOMEBODY CALL THE WAHHHMBULANCE".
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, now with radio commands!

#28

Post by SpaceMarine » Thu Dec 12, 2013 2:50 pm

I dunno, today when playing this on BE, some of the commands radio commands activated themselves, the players claim they didn't press any button.....
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RE: SyringeMod for Complex Doom, now with radio commands!

#29

Post by Mr.Man » Thu Dec 12, 2013 2:52 pm

Yeah, i was spectating for example, and i saw my name pop up. Same to you aenima, when you spectated like an hour ago.

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RE: SyringeMod for Complex Doom, now with radio commands!

#30

Post by Ænima » Thu Dec 12, 2013 4:07 pm

Yeah, that's a bug. It gets desync'd and sometimes the wrong name displays.

That's (hopefully) fixed in the next version because I changed the script a little.
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, now with radio commands!

#31

Post by Ænima » Thu Dec 12, 2013 8:00 pm

Alright, that bug you guys were noticing earlier has hopefully been fixed. (Won't know until we do some playtesting!)

https://www.mediafire.com/?dgx6gxy58izlbrb

Also added the ragequit thing I mentioned earlier, and I changed the hitscan spreads of the shotgun, assault rifle, and minigun to make them less vanilla. Don't worry, they're still just as accurate as before, they just don't burn horizontal lines in the wall anymore. :v:
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!
Mercenaries (on hold)
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RE: SyringeMod for Complex Doom, now with radio commands!

#32

Post by Slim » Thu Dec 12, 2013 9:08 pm

Ænima wrote:
Suicide Slim wrote: Maybe you should add some sort of impairment from using it too much in too little time.
Already done. There's a 5 second wait period before you're allowed to use the radio again after using it.
Because, if logic works, you'd sound like: "Uhhhhh...Cyber-vile-impseeeeeeadwus"

(a.k.a. Real F*cking high.)
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"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
Spoiler: Quotes (Open)
5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
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RE: SyringeMod for Complex Doom, now with radio commands!

#33

Post by Ænima » Mon Dec 30, 2013 6:41 pm

Updated again!
Spoiler: changes (Open)
  • v2g:
    ---------------
  • The assault shotty is now semi-auto.
  • Added bullet tracers and blood splat models.
  • Replaced DSRADIO and the SSG firing sound.
  • Hopefully fixed a bug where the ragequit alarm would go off randomly.
  • New INTERPIC and intermission music.
  • HOTFIX: You could fire the Autoshotty and Railgun infinitely if you were completely out of ammo.

https://www.mediafire.com/?38oao2ec2332h1p


There's a server up right now too.
":: [BE] New York :: Complex Doom with SyringeMod"
Last edited by Ænima on Mon Dec 30, 2013 10:18 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, now with radio commands!

#34

Post by DevilHunter » Tue Dec 31, 2013 8:02 pm

Alright, well I know this has something to do about ComplexDoom.. But.. Here is all the Version's of ComplexDoom that I found and Uploaded.

List of ComplexDoom

And then, here is all I could fine for SyringeMod

List of SyringeMod

Enjoy. and Let me just say. I really like this mod, and ComplexDoom alike. It really is a challenge.

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Ænima
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RE: SyringeMod for Complex Doom, now with radio commands!

#35

Post by Ænima » Mon Jan 06, 2014 8:07 pm

Small update. Added some monsters, replaced some sounds, and made the ricochets look a lot like that of Doomsday's (JDoom's) ricochet effects.

Spoiler: changes (Open)
  • v2h:
    ---------------
  • Replaced the bullet and shell casing sounds as well as the ricochets.
  • Added better looking ricochets!
  • Added the Roach, Agaures, Chaingun Demon, UAC Bot, Supreme Fiend, and Zombie Plasma Tank. All taken from R667 and tweeked a bit.

https://www.mediafire.com/?bs2b7um7goy0c33


Lemme know if anything needs balancing because it probably will ...
Last edited by Ænima on Mon Jan 06, 2014 8:45 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!
Mercenaries (on hold)
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RE: SyringeMod for Complex Doom, now with radio commands!

#36

Post by Flying Spidersnake » Mon Jan 06, 2014 9:38 pm

Which version of Complex Doom are we meant to use SyringeMod with? I'm getting infinite ammo with the shotgun and pistol using 15b. Also, the assault and quad shotgun seem a bit too strong, and outclass the other shotguns easily.

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Ænima
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RE: SyringeMod for Complex Doom, now with radio commands!

#37

Post by Ænima » Mon Jan 06, 2014 9:42 pm

Flying Spidersnake wrote: Which version of Complex Doom are we meant to use SyringeMod with? I'm getting infinite ammo with the shotgun and pistol using 15b. Also, the assault and quad shotgun seem a bit too strong, and outclass the other shotguns easily.
For right now, you should use ComplexDoom v14c. I had no idea v15 even existed until after I uploaded the latest SyringeMod. I'll have the reloading conflicts sorted out in the next version, which will hopefully be tomorrow or maybe the day after. But I have to choose -- keep the reloads implemented in Complex v15, or override them and just keep ammo the way it was in v14 (whereas reloading is only used to balance certain weapons such as the autoshotty and railgun)?
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, now with radio commands!

#38

Post by DevilHunter » Tue Jan 07, 2014 2:53 am

Uploaded new version to my HTTP...

Here

Should be at the bottom. Enjoy ;p

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Ænima
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RE: SyringeMod for Complex Doom, now with radio commands!

#39

Post by Ænima » Thu Jan 09, 2014 7:15 pm

Bumping to remind people to vote in the poll.


I'm probably going to end up going the "remove-the-reloads-and-go-back-to-the-way-the-weapons-were-in-Complex-v14-and-earlier" route anyways seeing as reloads can screw you over quite often in a mod as difficult as this, especially when you set off a big trap and are pinned down by a room full of monsters.
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!
Mercenaries (on hold)
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RE: SyringeMod for Complex Doom - To reload or not to reload? That is the question.

#40

Post by Ænima » Sat Jan 11, 2014 1:41 am

Okay. Decided to get rid of those reloads. (But kept reloads for the autoshotty and railgun, as described before.) Made a bunch of other changes too. Now works with the latest ComplexDoom version.

Spoiler: ch-ch-ch-changes (Open)
  • v3a:
    ---------------
  • Overrided the reloads which were implemented in Complex v15. The only weapons which require reloading are the autoshotty and railgun. (For balance reasons.)
  • Overrided forced player weapon skins. You can now use whatever skin you want.
  • Added "Angry German Kid" as another ragequit sound effect.
  • Removed ComplexDoom's tracers because mine came first. ;]
  • Replaced the Devil Imp with the Abomination Imp.
  • Replaced the Grenadier zombie with the Freeze Rifle Zombie.
  • Added footstep sounds to the new monsters.
  • Added the Nailborg.
  • Made the pistol just barely more accurate.
  • Replaced the Rocket Zombie with the Nailborg Commando.
  • Replaced the new ArmorBooster inventory item.
  • Did some balance tweaks to the new monsters.
  • Made it so that you can cancel the radio chat menu by pressing the radio chat key again.
  • New palette.
  • HOTFIX: Some weapons could be fired even if you were out of ammo.

Download:
https://www.mediafire.com/?p75bm5b3887qent

AHHHHHH THE DOWNLOAD LINK HAS QENT'S NAME IN IT


EDIT:
Uh can a moderator please remove the poll? I'm done with it. And no, I don't have the option to remove it on my end. This has happened at least twice before. Time to submit a tracker ticket.
Last edited by Ænima on Sat Jan 11, 2014 2:49 am, 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!
Mercenaries (on hold)
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