SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!
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Flying Spidersnake
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RE: SyringeMod for Complex Doom - Goodbye reloads, hello new monsters!
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
RE: SyringeMod for Complex Doom - Goodbye reloads, hello new monsters!
Are you using Complex-Doom.v15e.pk3?
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Flying Spidersnake
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RE: SyringeMod for Complex Doom - Goodbye reloads, hello new monsters!
That would explain it, thanks! This mod mod is great, credit to both you and Cacodemon.
RE: SyringeMod for Complex Doom - Goodbye reloads, hello new monsters!
Updated in order to run with the latest Complex Doom (16a at the time of this post), and also made a few other changes:
EDIT:
Oh and this is what the Tek Imp looks like, if you were wondering.
- 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.
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.
Reinforcements: midgame Survival joining/respawning
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adamclare87
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RE: SyringeMod for Complex Doom - Goodbye reloads, hello new monsters!
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.
RE: SyringeMod for Complex Doom - Goodbye reloads, hello new monsters!
UPDATE:
Replaced the Pyro Demon with the Cryo Demon!
[spoiler]

[/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
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Kara Kurt
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RE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!
This mod is no longer compatible with the latest version, but I might be wrong.
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?
Anyway couple of questions: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~~
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.
RE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!
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: 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~~
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: 1- Why replace the Pyrodemon but keep it with the Cyro instead?
Yes, that's the intention but it probably doesn't work that way in the latest version since it's no longer compatible. :pKara Kurt wrote: 2- Will Syringe replace ComplexDoom's reloadable weapons with Syringe's non-reloadable weapons, if I play them together?
Nope.Kara Kurt wrote: 3- Is it possible to make bots obey your radio orders?
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
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Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
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Kara Kurt
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RE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!
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.
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.
RE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!
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.
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.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
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Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
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- DevilHunter
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RE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!
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 :/
RE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!
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:Ænima wrote:
UPDATE:
Replaced the Pyro Demon with the Cryo Demon!
[spoiler]
[/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 -]
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.
Code: Select all
<Synert> fuck
<Synert> plugged in my memory stick and got a bsodRE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!
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.
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.
Reinforcements: midgame Survival joining/respawning
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Kara Kurt
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RE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!
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!
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!
RE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!
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.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!
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!
I'll sum up the changes: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.
Spoiler: Changes summary (Open)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.
Code: Select all
<Synert> fuck
<Synert> plugged in my memory stick and got a bsodRE: SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!
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 ...
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 ...
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)

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)



