Endless Survival v0.5 (updated 28/05/2016) - VANILLA DOOM SUPPORT

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Endless Survival v0.5 (updated 28/05/2016) - VANILLA DOOM SUPPORT

#1

Post by deathz0r » Thu Mar 26, 2015 8:30 am

I AM LOOKING FOR PLAYERS TO HELP ME CREATE A TRAILER FOR THIS (I need to find a time when I am available, sadly)

Endless Survival - An alternative to Invasion

Version 0.5 features Vanilla Doom support so you can easily use gameplay mods with Endless Survival that uses RandomSpawner, it is recommended to create a config PK3 for proper balancing - see this OMGWPNS config PK3 as an example.
Spoiler: Description (Open)
The premise of this WAD is straight forward: It plays like Invasion, except it's
not wave-based. Monsters constantly spawn, there is no end, no exit. The
objective is to survive as long as possible and get a damn good score doing it.
This is a WAD that is strictly for the Survival Co-operative game mode.

By default, Endless Survival can be played vanilla or with gameplay mods. Mod
support has been added that can replace vanilla Doom with any reasonably coded
gameplay mod. See the modders guide section below for further detalis.

Each player starts with the Chainsaw, Shotgun, Chaingun, and additionally with
all other weapons except for the BFG on Nightmare. Monsters randomly spawn and
give a random amount of points upon death from a player source.

Health, armor and ammo spawn from designated areas (one health/armor deposit per
level, multiple ammo deposits based on the layout) and respawn when a player
picks up said items. Weapons are unlocked based on kills or points, and there is
4 weapons for each threshold type, starting with the Super Shotgun and followed
by the Rocket Launcher, Plasma Rifle and the BFG. Some maps allow up to six
weapon slots for each threshold type which can be unlocked with creating a
config PK3 for weapon mods, please refer to endless_omgwpns_v1.pk3 as an
example. Armor is upgraded when you reach a certain threshold of points.

The points you gain from killing monsters scales on the skill level, as the type
of monsters that spawn are based on the skill level. On certain skill levels,
there are monsters that are referred to as "strong monsters", which have a
stronger presence than the average monster of that skill level, if they are
chosen to spawn there is a less than 100% chance of them actually spawning. If
they fail to spawn, a regular monster will spawn instead. They do not give
additional points.

There is also a level up system, which reduces the delay of monster and ammo
spawns. Leveling up is achieved by reaching a threshold of monster deaths.

Bosses spawn every 50 kills on all skills except I'm Too Young To Die and
Nightmare, as bosses spawn every 100 kills on I'm Too Young To Die and bosses do
not spawn at a set interval on Nightmare. Endless Survival has a built-in
feature for spawning super bosses, which can be used by creating a config PK3
for a monster mod that contains overpowered bosses. Please refer to
endless_omgwpns_v1.pk3 as an example of super bosses.

Bosses have a small chance of randomly spawning on Ultra-Violence, while it is
guaranteed on Nightmare if they are chosen to spawn. Non-random bosses give a
lot of points if they die (less if they die from monster damage), while random
bosses give less points. Monsters do not infight, and kills are not counted for
monsters that die due to monster damage.
Spoiler: Old screenshots (Open)
Image
MAP01

Image
MAP02

Image
MAP03

Image
MAP04
Spoiler: Modders (Open)
The best feature of Endless Survival as of v0.4 is that it has very powerful
ACS config libraries - a general library (SVCONFIG), a map config library
(SVMAPS) and a monster spawn library (SVMONST). They can be modified by modders
and placed in a seperate PK3 to completely change what monsters spawn, what
types of weapons, powerups, ammo types and armor that spawn at the start of the
map, the threshold of how many kills are required before non-random bosses
spawn, and many more features. This allows Endless Survival to be paired with
any gameplay mod that is reasonably coded. Refer to svconfig.acs, svmaps.acs and
svmonst.acs in the acs folder of this PK3 for more details.

It is also possible to expand on the mechanics of Endless Survival thanks to the
extension library (SVEXTEND), which has pre-defined functions used in the core
library that can be populated or replaced with custom code to provide features
that are not planned to be implemented in the core library. Refer to
svextend.acs in the acs folder of this PK3 for more details.

The core library (SVCOMMON) and global variable library (SVGLOBAL) defines the
"engine" of Endless Survival. There should be almost no need to modify these
libraries. If you can find a justified reason for modifying the core library or
global variable library, please make a post in the forum thread listed at the
end of this text file, or PM me on the Zandronum forums and I will be happy to
discuss. Refer to svcommon.acs and svglobal.acs in the acs folder of this PK3
for more details.

Existing maps will most likely be updated in the future to allow growth for
generic mod expansion that is beyond the scope of what I am personally
achieving.
Spoiler: Mappers (Open)
Do you want to make a map for Endless Survival? I would love to see your
submission(s)! I recommend looking at existing maps for a good template of how
to create maps for Endless Survival, but I will also list a reference guide of
thing IDs and sector tags that are allocated for generic Endless Survival maps,
which can be modified in individual map scripts if desired:

TID reference list

1-999 = Map spots for spawning monsters
1000-1099 = Health
1100-1199 = Health spawn location
1200-1299 = Armor
1300-1399 = Armor spawn location
1400-1599 = Ammo
1600-1799 = Ammo spawn location
1800-1899 = Powerups
1900-1999 = Powerups spawn location
2000-2099 = Weapons
2100-2199 = Weapons spawn location
2200 = Out-of-map map spot
2201 = ZDoom mode out-of-map respawn map spot
2202-2399 = Monster path nodes

Hardcoded TIDs:

10000-10199 = Players
10200-10999 = Bosses
11000+ = Monsters

Sector tag reference list

50-99 = sectors for unlocking weapons by score
100-149 = sectors for unlocking weapons by kills
150-199 = sectors for unlocking powerups

It is recommended to use sector tags from 500 onwards for map-specific actions

Note: The sectors for unlocking weapons/powerups don't strictly need to raise
their ceiling by 24 units, if you want to have another method of unlocking
weapons/powerups such as lowering floors or moving polyobjects, please do
not hesitate to contact me and I'll cater for your needs!

Script numbers 1-20 are reserved (TODO: use named scripts for next release)
Spoiler: Changelog (Open)
v0.5 - May 28th, 2016

* ZDoom support! Players respawn in an out-of-map area and when all players have
died, it will end the map after seven seconds and move on to the next map.
This feature can also work in Zandronum, though it is not required
* The config library has been re-written to now use structs to make it
significantly easier to understand how to create config PK3s, it has also
been split into three libraries: general config library (SVCONFIG), map
spawn library (SVMAPS) and monster spawn library (SVMONST)
* Updated extension library to move the variables into a new library, global
variable library (SVGLOBAL)
* Core library has been updated to accomodate the changes for the config
libraries now using structs
* Fixed bug with strong monsters and random bosses always spawning, along with
who knows what else I've fixed by re-writing the code once again
* Vanilla Doom is now supported out of the box, this should allow gameplay mods
which don't use custom spawning code (as opposed to simply using
RandomSpawner) to work properly without needing modification, though it is
recommended to create a config PK3 for balancing
* Map fixes to MAP04, minor map changes to all maps
* MAP01 and MAP04 now have custom skies
* Players now spawn with all weapons and full ammo except the BFG in Nightmare
* Changes to OMGWPNS specific stuff are listed in the readme.txt in
endless_omgwpns_v1.pk3

v0.4 - April 29th, 2015

* Mod support!
* Endless Survival code has been almost entirely re-written and has now been
split into three libraries: core library (SVCOMMON), config library (SVCONFIG)
and extension library (SVEXTEND)
* I don't remember what bugs I've fixed since the previous version, to be honest
* Super Shotgun and Minigun are now given to the player immediately in Nightmare
* Maximum score for monsters reduced from 700 to 500 in Ultra-Violence
* Zombieman, Grenade Zombieman, Pulse Zombieman, Sargeant, Imp, Death Imp,
Demon, Spectre, Lost Soul, Slime Demon and Baby Cacodemon removed from
Ultra-Violence
* Pain Elemental, Conjurer, Summoner and Caco Elemental removed from strong
monsters list on Ultra-Violence
* Tarantutron and Plasma Chaingun Guy removed from Nightmare
* Missile Mastermind, Arachnotron and Mancubus added to Nightmare
* Monsters spawned by Pain Elemental, Conjurer, Summoner and Caco Elemental no
longer die when the parent has died in Nightmare
* Imp Lord no longer spawns as a non-random boss from Hurt Me Plenty onwards
* Revenant Lord no longer spawns as a non-random boss in I'm Too Young To Die
* Superbosses now spawn in Nightmare every 100 kills (there is still only one
super boss type)
* Minor map changes to MAP04

v0.31 - April 19th, 2015

* Uncompiled ACS library script is now available!
* Yet another significant cleanup and optimisation of ACS library script code
* Fixed a script error where monsters in UV will give the same amount of score
as a random boss due to an incorrect IF statement with checking which death
script to run if the value of bossgenerator was 50-65, and said value would be
maintained until the condition that changes the value of bossgenerator is met
again (when the spawn script tries to spawn a random boss)
* Increased level cap to 15 and refactored monster spawn delay times based on
the current level
* Item depositories no longer use teleport destinations and now use map spots
* Fixed a texture alignment issue on MAP02

v0.3 - April 15th, 2015

* New map, MAP05! This is a filler map to test random spawning weapons, it may
or may not stay in future versions depending on demand
* Fixed a bug in MAP03 where a sector had an incorrect sector tag
* ACS library cleanup which should allow for greater expandability/complexity of
maps
* Decreased the score given for boss kills from 10000-15000 to 7500-10000
* Decreased the score given for super boss kills from 25000-30000 to 20000-25000

v0.22 - April 12th, 2015

* Added double ammo for the ammo depository that is in the same location as the
player spawns on each map
* Doubled the number of spawns on MAP02, enabled the lift to be used by monsters
* Added a lift at the ledge on MAP03, which can also be used by monsters

v0.21 - April 8th, 2015

* Bosses now spawn after a three second delay, an actor to visually notify where
a boss is spawning has been added
* Added expanding outside area for map03 and a new ammo depository
* Level cap increased from 11 to 13 (threshold for reaching level 11 has been
decreased)
* Algorithm for the monster spawn delay with regards to leveling up has been
refactored

v0.2 - April 1st, 2015

* Eight new monsters! Mini-Spider Mastermind, Suicide Demon, Pain Elemental,
Conjurer, Summoner, Caco Elemental, Arachnotron Lord and Demon of the Pit!
* Note on Pain Elemental and similar creatures: The summoned monsters do not
count towards monster kills or deaths in any way. If you kill the summoner,
all that were created by the summoner will die. All summoners are classified
as strong monsters
* Super bosses implemented! Only one currently exists (Demon of the Pit), they
spawn every 500 kills on Hurt Me Plenty and Ultra-Violence and give twice the
score than regular bosses (will probably increase the score bonus even more in
a later update)
* Strong monster spawn chance has been increased from 40% to 50% on Hurt Me
Plenty, 60% to 66% on Ultra-Violence, and now 33% on Hey, Not Too Rough
* Baron of Hell added to strong monster list on Hey, Not Too Rough only (will
spawn 100% of the time on higher skill levels)
* Removed Revenant and Suicide Soul from Hey, Not Too Rough
* Detailing of MAP02 improved by a fair amount, textures are now aligned
properly along with a few extra layout additions
* MAP04 textures are now aligned properly so it looks slightly less like ass

v0.11 - March 30th, 2015

* Added Tarantutron to the strong monsters list (40% chance to spawn on HMP, 60%
chance on UV, 100% on NM)
* Enabled mini-Spectre
* Removed Minion from I'm Too Young To Die
* Standardised ammo placement in the ammo deposits across MAP02, MAP03 and MAP04
* Minor map changes to MAP04, added a new ammo deposit area

v0.1 - March 26th, 2015

* Initial release
I'm looking forward to feedback and feature suggestions! I do want to add database support eventually to allow for high scores and hopefully other cool things, but I honestly have not played with databases yet (if anyone is willing to help here, I will gladly credit you!) so that will be a while away.

Servers are available at:
TO BE UPDATED

DOWNLOAD ENDLESS SURVIVAL v0.5
DOWNLOAD OMGWPNS v5 CONFIG PK3 (version 1)

Special thanks to:

Vicious Pariah - this project would have been forever unreleased and I wouldn't have came back to the Doom community if he didn't seek me out on Steam and I decided to randomly give him what I had done at that point
Dakkon - for being the first fan of this project and giving me a lot of very useful feedback early on
arkore - for giving me incentive to push forward with releasing the library script and expanding greatly on having customization features
All of the people in #vr who helped me with random ACS questions
Everyone who has given feedback that was useful and not complaining about the difficulty
Last edited by deathz0r on Sat Aug 27, 2016 5:33 pm, edited 3 times in total.
OMG Weapons and Monsters! - The original randomizer mod, reborn
Endless Survival - An alternative to Invasion

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Monsterovich
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RE: Endless Survival v0.1

#2

Post by Monsterovich » Thu Mar 26, 2015 8:35 am

tl;dr
Screenshots, please?

deathz0r
 
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RE: Endless Survival v0.1

#3

Post by deathz0r » Thu Mar 26, 2015 8:37 am

deathz0r wrote: Screenshots do not give this justice, so I'll upload a video soon.
eh fuck it give me 30 minutes or something
OMG Weapons and Monsters! - The original randomizer mod, reborn
Endless Survival - An alternative to Invasion

N30N
 
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RE: Endless Survival v0.1

#4

Post by N30N » Thu Mar 26, 2015 12:20 pm

I actually once wanted to make an endless survival mod myself,too bad i'm extremely lazy XD
I might get back to it someday, but that'll probably take an eternity.

Anyway good luck with your project,i'm actually pretty interested to see how this goes.Those old OMGWPNS resources take me back...
Last edited by N30N on Thu Mar 26, 2015 12:22 pm, edited 1 time in total.

deathz0r
 
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RE: Endless Survival v0.1

#5

Post by deathz0r » Mon Mar 30, 2015 3:47 am

Minor update! Changes listed below:
* Added Tarantutron to the strong monsters list (40% chance to spawn on HMP, 60% chance on UV, 100% on NM)
* Reduced the explosion radius of Chaingun Flamer by half
* Decreased the frame length for Psychoskele melee
* Increased Slime Demon health to 250 (I should make this monster more interesting)
* Enabled mini-Spectre
* Removed Minion from I'm Too Young To Die
* Standardised ammo placement in the ammo deposits across MAP02, MAP03 and MAP04
* Minor map changes to MAP04, added a new ammo deposit area
Download here or the OP for v0.11!
Last edited by deathz0r on Mon Mar 30, 2015 3:53 am, edited 1 time in total.
OMG Weapons and Monsters! - The original randomizer mod, reborn
Endless Survival - An alternative to Invasion

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RE: Endless Survival v0.11

#6

Post by deathz0r » Wed Apr 01, 2015 1:47 am

New version! Enough content to make a version bump! Woo!
* Eight new monsters! Mini-Spider Mastermind, Suicide Demon, Pain Elemental, Conjurer, Summoner, Caco Elemental, Arachnotron Lord and Demon of the Pit!
* Note on Pain Elemental and similar creatures: The summoned monsters do not count towards monster kills or deaths in any way. If you kill the summoner, all that were created by the summoner will die. All summoners are classified as strong monsters
* Super bosses implemented! Only one currently exists (Demon of the Pit), they spawn every 500 kills on Hurt Me Plenty and Ultra-Violence and give twice the score than regular bosses (will probably increase the score bonus even more in a later update)
* Tarantutron now has a completely different weapon and has been removed from the strong monsters list
* Fire rate of the plasma chaingun guy increased
* Strong monster spawn chance has been increased from 40% to 50% on Hurt Me Plenty, 60% to 66% on Ultra-Violence, and now 33% on Hey, Not Too Rough
* Baron of Hell added to strong monster list on Hey, Not Too Rough only (will spawn 100% of the time on higher skill levels)
* Added grenade bounce sound
* Removed Revenant and Suicide Soul from Hey, Not Too Rough
* Detailing of MAP02 improved by a fair amount, textures are now aligned properly along with a few extra layout additions
* MAP04 textures are now aligned properly so it looks slightly less like ass
Download here or the OP for v0.2!

I've also decided to add two extra servers on best-ever for Hey Not Too Rough and Ultra-Violence skills, feel free to play on them!
Last edited by deathz0r on Wed Apr 01, 2015 1:58 am, edited 1 time in total.
OMG Weapons and Monsters! - The original randomizer mod, reborn
Endless Survival - An alternative to Invasion

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RE: Endless Survival v0.2 (updated 01/04/2015)

#7

Post by deathz0r » Wed Apr 08, 2015 4:42 am

New version! I'm hoping this is stable enough for SNS!
* Bosses now spawn after a three second delay, an actor to visually notify where a boss is spawning has been added
* Fixed Demon of the Pit not having +NORADIUSDMG
* Nerfed one of the Demon of the Pit's attacks and reduced its HP by 1000
* Decreased attack time for most custom melee-only monsters so they're more likely to hit
* Added expanding outside area for map03 and a new ammo depository
* Cleaned up DECORATE code by giving most monsters inheritance to their base classes to standardise monster behaviour
Note: this may have unintended side effects (eg. Summoner does not inherit from the Archvile class because it doesn't appear to respect using A_Chase instead of A_VileChase) but I don't believe there are currently any issues
* Decreased fire rate for the pulse rifles and removed the ability for the projectile to rip through bosses
* Level cap increased from 11 to 13 (threshold for reaching level 11 has been decreased)
* Algorithm for the monster spawn delay with regards to leveling up has been refactored
Download here or in the OP for v0.21!
Last edited by deathz0r on Wed Apr 08, 2015 4:42 am, edited 1 time in total.
OMG Weapons and Monsters! - The original randomizer mod, reborn
Endless Survival - An alternative to Invasion

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RE: Endless Survival v0.21 (updated 08/04/2015)

#8

Post by Arctangent » Wed Apr 08, 2015 7:06 am

deathz0r wrote:* Cleaned up DECORATE code by giving most monsters inheritance to their base classes to standardise monster behaviour
Note: this may have unintended side effects (eg. Summoner does not inherit from the Archvile class because it doesn't appear to respect using A_Chase instead of A_VileChase) but I don't believe there are currently any issues
Just as a guess and not me looking at the code, but this might be because Goto's state jump is determined right after the code is parsed, not at run time, so any states not replaced that end with a Goto label will still jump to the unreplaced states. In the context of this example, you probably didn't replace the Pain state, which meant after flinching the Summoner would go back to the Arch-Vile's See state, therefore causing it to use A_VileChase again.

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RE: Endless Survival v0.21 (updated 08/04/2015)

#9

Post by deathz0r » Wed Apr 08, 2015 10:51 pm

Arctangent wrote:
deathz0r wrote:* Cleaned up DECORATE code by giving most monsters inheritance to their base classes to standardise monster behaviour
Note: this may have unintended side effects (eg. Summoner does not inherit from the Archvile class because it doesn't appear to respect using A_Chase instead of A_VileChase) but I don't believe there are currently any issues
Just as a guess and not me looking at the code, but this might be because Goto's state jump is determined right after the code is parsed, not at run time, so any states not replaced that end with a Goto label will still jump to the unreplaced states. In the context of this example, you probably didn't replace the Pain state, which meant after flinching the Summoner would go back to the Arch-Vile's See state, therefore causing it to use A_VileChase again.
That's interesting, I'll have to look into this. It makes sense in context but it's far from logical, yay for ZDoom-isms
OMG Weapons and Monsters! - The original randomizer mod, reborn
Endless Survival - An alternative to Invasion

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RE: Endless Survival v0.21 (updated 08/04/2015)

#10

Post by deathz0r » Sun Apr 12, 2015 10:40 am

New version!
* Added double ammo for the ammo depository that is in the same location as the player spawns on each map
* Improved palette translations for several monsters! They're less ugly now WOOOO
* Gave all ranged monsters who do not have auto-attacks +QUICKTORETALIATE
* Nerfed two out of the three Demon of the Pit attacks
* Decreased the explosion delay for Suicide Soul deaths from six frames after death to three
* Fixed Gold Imp and Death Imp melee attacks producing normal Imp fireballs when target goes out of range, they now produce their respective fireballs
* Doubled the number of spawns on MAP02, enabled the lift to be used by monsters
* Added a lift at the ledge on MAP03, which can also be used by monsters
Download here or in the OP for v0.22!

I'm contemplating adding powerups in a future version, but I haven't fleshed out the idea yet.
OMG Weapons and Monsters! - The original randomizer mod, reborn
Endless Survival - An alternative to Invasion

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RE: Endless Survival v0.22 (updated 12/04/2015)

#11

Post by deathz0r » Wed Apr 15, 2015 4:17 am

New version! Major version bump!

As I've decided to restart working on OMGWPNS properly, I have taken out all OMGWPNS resources and new monsters that weren't in OMGWPNS from the WAD and put them back into an map-independent WAD where it belongs, which means the randomizers are back! Also this means I need to make a new thread and a trailer for THE REBIRTH, but for the meantime have two different changelogs:
[quote="Endless Survival"]* New map, MAP05! This is a filler map to test random spawning weapons, it may or may not stay in future versions depending on demand
* Fixed a bug in MAP03 where a sector had an incorrect sector tag
* ACS library cleanup which should allow for greater expandability/complexity of maps
* Decreased the score given for boss kills from 10000-15000 to 7500-10000
* Decreased the score given for super boss kills from 25000-30000 to 20000-25000[/quote]
[quote="OMGWPNS"]* Modernized a significant portion of DECORATE code and separated categories of entries into different lumps
* Replaced Laser Chaingun with ROCKET CHAINGUN (need to create new weapon sprites)
* Buffed Mega Proton Cannon by increasing the height it travels
* Nerfed Vapour Gun damage and radius by about 20%
* Nerfed Vortex Gun damage by a somewhat significant amount
* Nerfed Ballbreaker from 80 pellets to 75
* More palette translation improvements! I don't think there's much left to do in that regard
* Removed the +QUICKTORETALIATE stuff from Endless v0.22 because the effect was too minor for its worth[/quote]
Download here or in the OP for v0.3!

Download OMGWPNS v0.3 here!
OMG Weapons and Monsters! - The original randomizer mod, reborn
Endless Survival - An alternative to Invasion

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RE: Endless Survival v0.3 (updated 15/04/2015)

#12

Post by deathz0r » Sun Apr 19, 2015 8:21 am

New version!

First off, I want to give a shout out to arkore for requesting the ACS library script for Endless Survival as that give me major incentive to clean it up as much as possible, comment JUST ABOUT EVERYTHING in the script and fix some script errors that I picked up on while thoroughly going through everything. Thanks!

With that in mind, the uncompiled script is now available as I feel that it's in a good enough state to be out there in the public. While I don't see the benefit of setting up a git repository like I've seen for other Doom projects as I personally feel that there isn't enough content in this to justify it, I'm happy to set one up if there's enough interest. For the meantime, you can find it labeled as SCRIPTS underneath the SVCOMMON lump in your preferred WAD editor.
* Uncompiled ACS library script is now available!
* Yet another significant cleanup and optimisation of ACS library script code
* Fixed a script error where monsters in UV will give the same amount of score as a random boss due to an incorrect IF statement with checking which death script to run if the value of bossgenerator was 50-65, and said value would be maintained until the condition that changes the value of bossgenerator is met again (when the spawn script tries to spawn a random boss)
* Increased level cap to 15 and refactored monster spawn delay times based on the current level
* Item depositories no longer use teleport destinations and now use map spots
* Fixed a texture alignment issue on MAP02
Download here or in the OP for v0.31!
Last edited by deathz0r on Sun Apr 19, 2015 8:46 am, edited 1 time in total.
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RE: Endless Survival v0.31 (updated 19/04/2015) - UNCOMPILED ACS LIBRARY NOW AVAILABLE

#13

Post by bruiserdaemon » Sun Apr 19, 2015 9:53 pm

Mmm not bad in the concept but silly in many ways, as there are very powerful monsters just from the start, and the player has just 100 health plus green armor. You'll get overwhelmed really soon, and what does " level up " mean anyway? Is the weapon leveling up, the player?

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RE: Endless Survival v0.31 (updated 19/04/2015) - UNCOMPILED ACS LIBRARY NOW AVAILABLE

#14

Post by deathz0r » Sun Apr 19, 2015 11:09 pm

Neither, "level up" reduces the delay of monsters spawning and ammo respawning.

As for the overwhelming part, that's part of the design, so try a lower skill level if you want a smoother ride :^)
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RE: Endless Survival v0.31 (updated 19/04/2015) - UNCOMPILED ACS LIBRARY NOW AVAILABLE

#15

Post by bruiserdaemon » Mon Apr 20, 2015 2:50 pm

Tried UV, cause i like the challenge but the only thing which can help is run, run and run, even stopping for a few moments could result in death, didn't even try to kill the monsters. Also, the map is circular, this means there is no real safe spot as the demons can surround you very fast, maybe you should enlarge the map and include some spots where players can defend themselves a bit better.

PS: this could become real fun if you include some items, or the ability to spawn some allies/towers
Last edited by bruiserdaemon on Mon Apr 20, 2015 3:00 pm, edited 1 time in total.

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RE: Endless Survival v0.31 (updated 19/04/2015) - UNCOMPILED ACS LIBRARY NOW AVAILABLE

#16

Post by deathz0r » Mon Apr 20, 2015 11:22 pm

There are five maps available, I'm guessing you've only looked at MAP01 in single-player. Maybe saying it was designed for 1-8 players was a bit of a stretch on the low end (though with decent skill, planning and luck you can survive in MAP05 by yourself for a good period of time). Either way, I don't see there being any major issues with the map layouts, as again it's part of the design for the monsters to eventually overwhelm you. Making a map that has the potential to go for infinite time is not a good design (though to be honest, I don't test I'm Too Young To Die and that is by far the easiest skill level) of how to balance the competitiveness and cooperative nature of this.

It's not in my scope for gimmick features like allies/towers, but I have rewritten the ACS library script to be split into an ACS config script and the original library script, which should be considerably far more modular to allow someone to do that easily if they wanted to. I just need to figure out a good system for dynamically spawning weapons and it should be good to be uploaded in the next major version bump. Powerups are planned.
OMG Weapons and Monsters! - The original randomizer mod, reborn
Endless Survival - An alternative to Invasion

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bruiserdaemon
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RE: Endless Survival v0.31 (updated 19/04/2015) - UNCOMPILED ACS LIBRARY NOW AVAILABLE

#17

Post by bruiserdaemon » Mon Apr 20, 2015 11:37 pm

Hm well yes maybe. Anyway a guy with 100 health and ALL that powerful monsters ( they are lovely in the fact that they are all new, but so deadly ) all he can do is run like a madman to survive, fighting back will just make your life shorter, and that's the problem about your modification which i was pointing out sir.
Last edited by bruiserdaemon on Mon Apr 20, 2015 11:39 pm, edited 1 time in total.

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RE: Endless Survival v0.31 (updated 19/04/2015) - UNCOMPILED ACS LIBRARY NOW AVAILABLE

#18

Post by Dododamian » Sat Apr 25, 2015 4:01 pm

Im encountering an error with omgwpns

Execution could not continue.

Script error, "omgwpns_v03.wad:DEC_MPRJ" line 497:
"STEPMISSILE" is an unknown flag
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RE: Endless Survival v0.31 (updated 19/04/2015) - UNCOMPILED ACS LIBRARY NOW AVAILABLE

#19

Post by deathz0r » Mon Apr 27, 2015 12:23 am

Are you running the latest version of Zandronum? I do not get that error message with Zan 2.0 or some random ZDoom 2.8 SVN build that I have sitting around
OMG Weapons and Monsters! - The original randomizer mod, reborn
Endless Survival - An alternative to Invasion

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RE: Endless Survival v0.4 (updated 29/04/2015) - MOD SUPPORT AVAILABLE!

#20

Post by deathz0r » Wed Apr 29, 2015 12:08 pm

New version! THIS IS A HUGE UPDATE and man am I excited or what

By far the biggest change has been rewriting almost all of Endless Survival to allow for highly flexible modding support! You can modify a hugely significant amount of features by editing the SVCOMMON and SVEXTEND scripts and recompiling them in your own PK3! There's a lot in there, please comment if there is anything that needs clarification. I have provided an example config library for Complex Doom here. I have absolutely no confidence that this is balanced in any way, but I'm sure someone here will do a proper job at actually balancing if that is even possible and maintaining it. It doesn't even have data for Complex Doom's sixth skill level!

There's also been a fair amount of balance changes to Ultra-Violence and Nightmare, and a few other changes here and there. Changelog time!
* Mod support!
* Endless Survival code has been almost entirely re-written and has now been split into three libraries: core library (SVCOMMON), config library (SVCONFIG) and extension library (SVEXTEND)
* I don't remember what bugs I've fixed since the previous version, to be honest
* Super Shotgun and Minigun are now given to the player immediately in Nightmare
* Maximum score for monsters reduced from 700 to 500 in Ultra-Violence
* Zombieman, Grenade Zombieman, Pulse Zombieman, Sargeant, Imp, Death Imp, Demon, Spectre, Lost Soul, Slime Demon and Baby Cacodemon removed from Ultra-Violence
* Pain Elemental, Conjurer, Summoner and Caco Elemental removed from strong monsters list on Ultra-Violence
* Tarantutron and Plasma Chaingun Guy removed from Nightmare
* Missile Mastermind, Arachnotron and Mancubus added to Nightmare
* Monsters spawned by Pain Elemental, Conjurer, Summoner and Caco Elemental no longer die when the parent has died in Nightmare
* Imp Lord no longer spawns as a non-random boss from Hurt Me Plenty onwards
* Revenant Lord no longer spawns as a non-random boss in I'm Too Young To Die
* Superbosses now spawn in Nightmare every 100 kills (there is still only one super boss type)
* Minor map changes to MAP04
Download here or in the OP for v0.4!
Last edited by deathz0r on Wed Apr 29, 2015 12:21 pm, edited 1 time in total.
OMG Weapons and Monsters! - The original randomizer mod, reborn
Endless Survival - An alternative to Invasion

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