Death and Decay: More RPG! Scaling Monsters! New Beta v2.3!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Post Reply
User avatar
Kargaris
New User
Posts: 5
Joined: Sat Feb 09, 2013 11:26 pm

Re: Death and Decay: More RPG! Scaling Monsters!

#121

Post by Kargaris » Thu Sep 08, 2016 2:12 am

Ivan wrote:It appears I only forgot this for the 2 chainsaws the mod has, all other weapons should be fine. I'll fix that in the next update.
Fists too, the fists don't work with it either. I'll admit I didn't test the sickle or the Excalibat, though.

EDIT: Oh, wait, were the melee weapons supposed to hit ghosts regardless? D'oh; I guess the "if it doesn't say it doesn't, it does" principle never occurred to me. Doesn't say they DON'T hit ghosts, right?

User avatar
Doomenator
Forum Regular
Posts: 255
Joined: Wed Apr 01, 2015 4:27 am

Re: Death and Decay: More RPG! Scaling Monsters!

#122

Post by Doomenator » Fri Sep 09, 2016 12:03 am

I played a bit, it annoys me two things: the sound of the falling blood and the sound of footsteps. Drops of blood falling too loud. Sound footsteps like someone walks behind you.

User avatar
Combinebobnt
Contributor
Posts: 1833
Joined: Mon Jun 04, 2012 3:37 am
Location: Erth
Contact:

Re: Death and Decay: More RPG! Scaling Monsters!

#123

Post by Combinebobnt » Fri Sep 09, 2016 2:18 am

same

i played a bit and it annoyed me how the wad crashed twice so im waiting for 3.0

User avatar
Ivan
Addicted to Zandronum
Posts: 2134
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

Re: Death and Decay: More RPG! Scaling Monsters!

#124

Post by Ivan » Fri Sep 09, 2016 2:19 am

Kargaris wrote:
Ivan wrote:It appears I only forgot this for the 2 chainsaws the mod has, all other weapons should be fine. I'll fix that in the next update.
Fists too, the fists don't work with it either. I'll admit I didn't test the sickle or the Excalibat, though.

EDIT: Oh, wait, were the melee weapons supposed to hit ghosts regardless? D'oh; I guess the "if it doesn't say it doesn't, it does" principle never occurred to me. Doesn't say they DON'T hit ghosts, right?
Nope, if it doesn't say anything just assume it does.
Doomenator wrote:I played a bit, it annoys me two things: the sound of the falling blood and the sound of footsteps. Drops of blood falling too loud. Sound footsteps like someone walks behind you.
You're literally the first person I hear that said it. I'd like more opinions on this before I change things.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

User avatar
Ænima
Addicted to Zandronum
Posts: 3348
Joined: Tue Jun 05, 2012 6:12 pm
Location: Shpongleland

Re: Death and Decay: More RPG! Scaling Monsters!

#125

Post by Ænima » Fri Sep 09, 2016 9:53 am

$rolloff ftw
Image ­ ­
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: Doom64 and Diablo2 had a baby


ZandroSkins
: a pack made by our community
Squad Radio: a WASD-powered chat menu, add your own sounds
AeniPuffs: neat blood and puff effects

User avatar
Doomenator
Forum Regular
Posts: 255
Joined: Wed Apr 01, 2015 4:27 am

Re: Death and Decay: More RPG! Scaling Monsters!

#126

Post by Doomenator » Sat Sep 10, 2016 12:02 am

Ivan wrote:You're literally the first person I hear that said it. I'd like more opinions on this before I change things.
Imagine the situation. You walk down the street and step on a puddle...
One passerby says to you: Look you're standing in a puddle.
And you answered him: You're literally the first person I hear that said it. I'd like more opinions on this before I will come out of puddle.
Damn, I so long did not laugh, thanks you. :biggrin:

P.S. Those ten passers that walking past just doesn't care that you will have wet feet.

User avatar
Empyre
Zandrone
Posts: 1090
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

Re: Death and Decay: More RPG! Scaling Monsters!

#127

Post by Empyre » Sat Sep 10, 2016 3:53 am

I think your analogy is faulty. Whether or not somebody is standing in a puddle is not a matter of opinion, but whether or not a sound is annoying IS a matter of opinion.
"For the world is hollow, and I have touched the sky."

User avatar
Doomenator
Forum Regular
Posts: 255
Joined: Wed Apr 01, 2015 4:27 am

Re: Death and Decay: More RPG! Scaling Monsters!

#128

Post by Doomenator » Sat Sep 10, 2016 5:37 am

Empyre wrote:I think your analogy is faulty. Whether or not somebody is standing in a puddle is not a matter of opinion, but whether or not a sound is annoying IS a matter of opinion.
Stand in a puddle someone may like it. :biggrin:
In another case. The presence or absence of the opinions does not change the fact that the problem exists.
And someone will stand in a puddle because no one makes comments. Or he'll stand in a puddle if this suits the majority.
I don't even want to discuss it, because I do not care there will be changes or not. I'll change what I need myself. :happyface:

User avatar
Empyre
Zandrone
Posts: 1090
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

Re: Death and Decay: More RPG! Scaling Monsters!

#129

Post by Empyre » Sat Sep 10, 2016 7:34 am

Since you are the only person that we know is annoyed by these sounds, we have only one data point. There are several possible causes. Your volume might be to high. The way you have your PC set up might be amplifying those particular frequencies. You might be unusually sensitive to those sounds. Or, the sounds might actually be annoying. If other people voice their opinion, we would then have more data points to determine whether the problem is the sounds or just you. Please know that I don't mean that I think that you are a problem, just that maybe it is only you who has a problem with the sounds.

Once we have other people reporting what they see from other angles, we might confirm that he is indeed standing in a puddle, or we might find out that it was you, not him, in the puddle all along, or we might discover that the puddle was only a mirage, or maybe he is standing next to the puddle, but it looks from your viewing angle as if he were in the puddle. Other viewpoints are needed to learn the truth. I still think that it is still a bad analogy.
"For the world is hollow, and I have touched the sky."

User avatar
Doomenator
Forum Regular
Posts: 255
Joined: Wed Apr 01, 2015 4:27 am

Re: Death and Decay: More RPG! Scaling Monsters!

#130

Post by Doomenator » Sat Sep 10, 2016 4:15 pm

Empyre wrote:Since you are the only person that we know is annoyed by these sounds, we have only one data point. There are several possible causes. Your volume might be to high. The way you have your PC set up might be amplifying those particular frequencies. You might be unusually sensitive to those sounds. Or, the sounds might actually be annoying. If other people voice their opinion, we would then have more data points to determine whether the problem is the sounds or just you. Please know that I don't mean that I think that you are a problem, just that maybe it is only you who has a problem with the sounds.

Once we have other people reporting what they see from other angles, we might confirm that he is indeed standing in a puddle, or we might find out that it was you, not him, in the puddle all along, or we might discover that the puddle was only a mirage, or maybe he is standing next to the puddle, but it looks from your viewing angle as if he were in the puddle. Other viewpoints are needed to learn the truth. I still think that it is still a bad analogy.
Clearly, you just decided trolling me. As I have already hinted, if the problem is no one speaks, it does not mean that it is not.
This is not the only mod where the step sound are implemented in a similar way. Put on your headphones and take a step to left then step to the right. Check the volume level of the falling drops of blood, and steps for example and compare them with real. If everything is OK, the issue is closed.
Only for me It seems to me that the steps are shift from the center and drops of blood fall like pieces of meat and are louder than they should. These are all my hallucinations. :biggrin:

User avatar
Empyre
Zandrone
Posts: 1090
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

Re: Death and Decay: More RPG! Scaling Monsters!

#131

Post by Empyre » Sun Sep 11, 2016 1:04 am

I'll admit that I have been lazy and haven't tried it out for myself. Just to prove that I am not trying to troll you, I'll shut up now, at least until when and if I try it out myself.
"For the world is hollow, and I have touched the sky."

User avatar
Ivan
Addicted to Zandronum
Posts: 2134
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

Re: Death and Decay: More RPG! Scaling Monsters!

#132

Post by Ivan » Tue Sep 20, 2016 10:58 pm

Hmm, what could this be for?

[spoiler]Image[/spoiler]
Hint:
[spoiler]Image[/spoiler]
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

User avatar
Combinebobnt
Contributor
Posts: 1833
Joined: Mon Jun 04, 2012 3:37 am
Location: Erth
Contact:

Re: Death and Decay: More RPG! Scaling Monsters!

#133

Post by Combinebobnt » Wed Sep 21, 2016 12:07 am

crash fix ?

User avatar
Combinebobnt
Contributor
Posts: 1833
Joined: Mon Jun 04, 2012 3:37 am
Location: Erth
Contact:

Re: Death and Decay: More RPG! Scaling Monsters!

#134

Post by Combinebobnt » Sat Sep 24, 2016 5:08 pm

good mod ivan play everybody thank
Imageimg

User avatar
Ænima
Addicted to Zandronum
Posts: 3348
Joined: Tue Jun 05, 2012 6:12 pm
Location: Shpongleland

Re: Death and Decay: More RPG! Scaling Monsters!

#135

Post by Ænima » Sat Sep 24, 2016 10:41 pm

I had a fun sesh the other day.

The menu can be a bit cumbersome at times, would be nice if pressing left backed you up to the left column.

I like all the recent improvements you've made to the mod in general, gj ivan drago
Image ­ ­
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: Doom64 and Diablo2 had a baby


ZandroSkins
: a pack made by our community
Squad Radio: a WASD-powered chat menu, add your own sounds
AeniPuffs: neat blood and puff effects

User avatar
Ivan
Addicted to Zandronum
Posts: 2134
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

Re: Death and Decay: More RPG! Scaling Monsters!

#136

Post by Ivan » Sat Sep 24, 2016 10:52 pm

Ænima wrote:I had a fun sesh the other day.

The menu can be a bit cumbersome at times, would be nice if pressing left backed you up to the left column.

I like all the recent improvements you've made to the mod in general, gj ivan drago
Due to the way I wrote the menu code the request is currently not possible. Might see if I can do it in the future though.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

User avatar
Ænima
Addicted to Zandronum
Posts: 3348
Joined: Tue Jun 05, 2012 6:12 pm
Location: Shpongleland

Re: Death and Decay: More RPG! Scaling Monsters!

#137

Post by Ænima » Sun Sep 25, 2016 12:09 am

Ivan wrote:
Ænima wrote:I had a fun sesh the other day.

The menu can be a bit cumbersome at times, would be nice if pressing left backed you up to the left column.

I like all the recent improvements you've made to the mod in general, gj ivan drago
Due to the way I wrote the menu code the request is currently not possible. Might see if I can do it in the future though.
I'll take a look at it.
Image ­ ­
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: Doom64 and Diablo2 had a baby


ZandroSkins
: a pack made by our community
Squad Radio: a WASD-powered chat menu, add your own sounds
AeniPuffs: neat blood and puff effects

User avatar
Ænima
Addicted to Zandronum
Posts: 3348
Joined: Tue Jun 05, 2012 6:12 pm
Location: Shpongleland

Re: Death and Decay: More RPG! Scaling Monsters!

#138

Post by Ænima » Sun Oct 02, 2016 7:46 pm

I noticed that the Ebony Cannon's projectiles disappear into water. I'm not sure if this is intended behavior but it makes it difficult to use on liquid flats unless you land direct hits on monsters. I recommend adding +CANBOUNCEWATER to those projectiles.


Also, the Lead Spitter is visually confusing. It appears to have a disposable energy pack that the player changes when reloading, yet it ejects grey shells everywhere. So is it a shell-filled magazine (with its own barrel and reciever) instead? Doesn't really affect gameplay, it just confused me. :p
Image ­ ­
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: Doom64 and Diablo2 had a baby


ZandroSkins
: a pack made by our community
Squad Radio: a WASD-powered chat menu, add your own sounds
AeniPuffs: neat blood and puff effects

User avatar
Ivan
Addicted to Zandronum
Posts: 2134
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

Re: Death and Decay: More RPG! Scaling Monsters!

#139

Post by Ivan » Sun Oct 02, 2016 9:08 pm

Ænima wrote:I noticed that the Ebony Cannon's projectiles disappear into water. I'm not sure if this is intended behavior but it makes it difficult to use on liquid flats unless you land direct hits on monsters. I recommend adding +CANBOUNCEWATER to those projectiles.


Also, the Lead Spitter is visually confusing. It appears to have a disposable energy pack that the player changes when reloading, yet it ejects grey shells everywhere. So is it a shell-filled magazine (with its own barrel and reciever) instead? Doesn't really affect gameplay, it just confused me. :p
I'll add the flag, thanks for that!

Nah it doesn't recharge really, I just couldn't find an eject clip fitting for it. The gun just has visuals to indicate it's preparing to fire. (After reloading, the green thing fills) Honestly I'd love a recolor on the gun to make it blue instead of green but it ends up looking bad when I try to do it myself with the simple ways I know...
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

User avatar
Skeleton
 
Posts: 57
Joined: Tue Oct 13, 2015 3:02 am
Location: In my house

Re: Death and Decay: More RPG! Scaling Monsters!

#140

Post by Skeleton » Sun Oct 16, 2016 8:36 am

can u show the acs source? im curious about how works the scaling monster

Post Reply