Complex Master Of Puppets

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Monsterovich
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RE: Complex Master Of Puppets

#41

Post by Monsterovich » Sat Dec 12, 2015 1:34 pm

Yesterday korshun released a new version.

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- upgraded to Complex Doom v26a2
- fixed refire animations of some of the monsters
Download R1
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Last edited by Monsterovich on Sat Dec 12, 2015 1:35 pm, edited 1 time in total.

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RE: Complex Master Of Puppets

#42

Post by Monsterovich » Sun Dec 13, 2015 6:28 pm

R2!

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- Made mops less likely to have any items in their inventories except mastergun
- Fixed marines having no weapons when pistolstarts are off
- Added "sv_forcealpha 1" to server autoconfig due to phase imps now being translucent
- Fixed Demolisher and Dark Demolisher's bullet tracers
Download
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Last edited by Monsterovich on Sun Dec 13, 2015 6:28 pm, edited 1 time in total.

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fr blood
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RE: Complex Master Of Puppets

#43

Post by fr blood » Sun Dec 13, 2015 7:30 pm

There was a problem when I was killing players as a Pyro Demon using the floor hugger explosive attack, I didn't get any kill.

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RE: Complex Master Of Puppets

#44

Post by Ænima » Mon Dec 14, 2015 12:06 am

fr blood wrote: There was a problem when I was killing players as a Pyro Demon using the floor hugger explosive attack, I didn't get any kill.
Make sure you're using the SXF_TRANSFERPOINTERS flag if you're spawning projectiles from other projectiles.
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mattbratt11
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RE: Complex Master Of Puppets

#45

Post by mattbratt11 » Tue Dec 22, 2015 5:59 am

Would this mod be compatible with these addons?
Complex Doom Invasion
Legendary Complex Addon
Complex Classes
Harbinger's Extra Monsters
Overlord's Addon (randommons.wad)
Hell Ascended (agoh.wad)
Chaos from Hell Invasion
Beast Incarnation Coop and Invasion

And also, please re-add monsters from older versions that are previously removed or replaced. Fans are awaiting the comeback.
I'm sure that fluffy could add the LegendaryIconOfSin Monster in the new Nexus Update any day...

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RE: Complex Master Of Puppets

#46

Post by fr blood » Tue Dec 22, 2015 8:42 am

mattbratt11 wrote: Would this mod be compatible with these addons?
Complex Doom Invasion
Legendary Complex Addon
Complex Classes
Harbinger's Extra Monsters
Overlord's Addon (randommons.wad)
Hell Ascended (agoh.wad)
Chaos from Hell Invasion
Beast Incarnation Coop and Invasion

And also, please re-add monsters from older versions that are previously removed or replaced. Fans are awaiting the comeback.
I wonder if you are aware of the huge amount of coding that you are asking ? In the title it's "Complex" Master of Puppets, so why shall it be compatible with some mods that have no link with the main goal.
You can maybe make it compatible with LCA but the rest will be very hard to do.

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RE: Complex Master Of Puppets

#47

Post by Skeleton » Thu Dec 24, 2015 10:51 pm

mattbratt11 wrote: Would this mod be compatible with these addons?
Complex Doom Invasion
Legendary Complex Addon
Complex Classes
Harbinger's Extra Monsters
Overlord's Addon (randommons.wad)
Hell Ascended (agoh.wad)
Chaos from Hell Invasion
Beast Incarnation Coop and Invasion

And also, please re-add monsters from older versions that are previously removed or replaced. Fans are awaiting the comeback.
wtf chaos from hell invasion and Beast Incarnation Coop and Invasion ???
They are completely different modes than complex doom, as blood says is only for COMPLEX DOOM.
[spoiler]DOOTDOOTDOOTDOOT[/spoiler]

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RE: Complex Master Of Puppets

#48

Post by mattbratt11 » Fri Dec 25, 2015 1:51 am

I think that CFH and BI used Monsters from Complex Doom as well as Madcat's Monsters. So, that counts as CD.
I'm sure that fluffy could add the LegendaryIconOfSin Monster in the new Nexus Update any day...

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RE: Complex Master Of Puppets

#49

Post by fr blood » Fri Dec 25, 2015 10:48 am

mattbratt11 wrote: I think that CFH and BI used Monsters from Complex Doom as well as Madcat's Monsters. So, that counts as CD.
Maybe but the coding and the theme is totally different.

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RE: Complex Master Of Puppets

#50

Post by Monsterovich » Sat Dec 26, 2015 10:30 am

fr blood wrote: You can maybe make it compatible with LCA but the rest will be very hard to do.
Korshun is still working on this.
https://github.com/Korshun/complexmop/tree/lca-hispeed

As he said, LCA monsters are f*cking op. I warned you.

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RE: Complex Master Of Puppets

#51

Post by Skeleton » Sat Dec 26, 2015 8:39 pm

Monsterovich wrote:
fr blood wrote: You can maybe make it compatible with LCA but the rest will be very hard to do.
Korshun is still working on this.
https://github.com/Korshun/complexmop/tree/lca-hispeed

As he said, LCA monsters are f*cking op. I warned you.
:eek:
[spoiler]DOOTDOOTDOOTDOOT[/spoiler]

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RE: Complex Master Of Puppets

#52

Post by Mr. Satan » Sun Dec 27, 2015 7:00 am

You can thank me for lca mop, I jokingly suggested it in a game Korshun was in. I tested the first revision of lca mop, yeah Legendary Cyberdemon = game over for marines. Two bugs I found, You can't possess Legendary Annihilator, Legendary Sentient's cannon attack crashes your client. Error msg: Actor of type PossessedLegendarySentient at (-236.376892,976.379990) left without a state.

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RE: Complex Master Of Puppets

#53

Post by Skeleton » Sun Dec 27, 2015 11:55 pm

Mr. Satan wrote: You can thank me for lca mop, I jokingly suggested it in a game Korshun was in. I tested the first revision of lca mop, yeah Legendary Cyberdemon = game over for marines. Two bugs I found, You can't possess Legendary Annihilator, Legendary Sentient's cannon attack crashes your client. Error msg: Actor of type PossessedLegendarySentient at (-236.376892,976.379990) left without a state.
It is not assumed that you need to use the Legendary Annihilator, because this thought to Complex Doom invasion.
[spoiler]DOOTDOOTDOOTDOOT[/spoiler]

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RE: Complex Master Of Puppets

#54

Post by fr blood » Tue Dec 29, 2015 9:11 am

We all knew that the balance would be killed with LCA and RM at the same time, now the goal is make the gameplay the most enjoyable.
Last edited by fr blood on Tue Dec 29, 2015 5:21 pm, edited 1 time in total.

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RE: Complex Master Of Puppets

#55

Post by Skeleton » Tue Dec 29, 2015 2:51 pm

Very Funny :lol:
[spoiler]DOOTDOOTDOOTDOOT[/spoiler]

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RE: Complex Master Of Puppets

#56

Post by fr blood » Thu Dec 31, 2015 9:22 am

I will tell you something that I was pissed of and managed to fix on Beast Incarnation. When you make a flying class for the player, nerver use the NOGRAVITY and FLOAT flags, they are bullshit and will make the player bug in the z axis.

Use "TNT1 A 0 SetPlayerProperty(0,1,3)" instead it has the same effect but without that annoying bug.

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RE: Complex Master Of Puppets

#57

Post by Monsterovich » Fri Jan 01, 2016 12:18 pm

fr blood wrote: We all knew that the balance would be killed with LCA and RM at the same time
I don't like both, but people won't play complex mop without this crap. LCA is just not for mop.
Last edited by Monsterovich on Fri Jan 01, 2016 12:21 pm, edited 1 time in total.

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RE: Complex Master Of Puppets

#58

Post by Monsterovich » Thu Jan 07, 2016 8:13 pm

Released R4.

Code: Select all

- Fixed: teamkills won't take bfg anymore
- Added CVAR mop_manyplayers: shows a message that marine/puppetmaster team has N more players
- Added CVAR mop_forceplayerjoin: do not let players to join a team that has too many players (uses mop_manyplayers to count)
- Added new feature: you can make grenades and rockets teleportable by holding shift (BT_SPEED)
Download
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Last edited by Monsterovich on Thu Jan 07, 2016 8:16 pm, edited 1 time in total.

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RE: Complex Master Of Puppets

#59

Post by CaptainGreninja » Fri Jan 15, 2016 11:09 pm

Would it be possible to, say, play through an entire megawad as a monster? I know it's most likely going to be a no, but never hurts to ask.
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RE: Complex Master Of Puppets

#60

Post by CaptainGreninja » Thu Jan 21, 2016 7:56 pm

I also get an error message whenever I try to run the mod outside of a server: Replaced type Demon Tech Devestator not found in MOP Demon Tech Devestator.
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