Complex Doom Invasion - v0.99.8a

General discussion of the port and Doom-related chat.
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C:\)
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Re: Complex Doom Invasion

#161

Post by C:\) » Mon May 02, 2016 3:26 am

fr blood wrote:
C:\) wrote:how about a 0.98b

after defeating the dark cardinal 1st form the next wave should be a zerg of legendary marines and sergeants
i dont think that wont be a problem since theres a lot of suits spheres and items to deal against them
Yeah, and you will lag and be kicked by the server because of the missed packets...
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Skeleton
 
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Re: Complex Doom Invasion

#162

Post by Skeleton » Tue May 03, 2016 11:41 pm

C:\) wrote:how about a 0.98b

after defeating the dark cardinal 1st form the next wave should be a zerg of legendary marines and sergeants
i dont think that wont be a problem since theres a lot of suits spheres and items to deal against them
cdmboss need be a challenge, no a free victory(em em crates em em) the suits and spheres are fine 4me :smile:

p.s i loved the skybox effect

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Mr.Fegelein
 
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Re: Complex Doom Invasion

#163

Post by Mr.Fegelein » Wed May 04, 2016 1:20 am

This game mode has brought me many hours of enjoyment. The new update was wonderful as well, keep up the great work my friend.
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C:\)
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Re: Complex Doom Invasion

#164

Post by C:\) » Wed May 04, 2016 3:16 am

Skeleton wrote:
C:\) wrote:how about a 0.98b

after defeating the dark cardinal 1st form the next wave should be a zerg of legendary marines and sergeants
i dont think that wont be a problem since theres a lot of suits spheres and items to deal against them
cdmboss need be a challenge, no a free victory(em em crates em em) the suits and spheres are fine 4me :smile:

p.s i loved the skybox effect
challenge huh?
ok 3 options
1 remove devastator from the map
2 make a very hard(almost impossible) puzzle to get it
3 make the last boss 95% resist to all damage

blood u read this?

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fr blood
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Re: Complex Doom Invasion

#165

Post by fr blood » Wed May 04, 2016 4:51 am

Thanks guys, I'm going to raise the delay for the crates to respawn, I'm also going to remove devastator on this map and CDM14, this weapon shouldn't be a pickup because too powerful.

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C:\)
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Re: Complex Doom Invasion

#166

Post by C:\) » Thu May 05, 2016 3:21 am

fr blood wrote:Thanks guys, I'm going to raise the delay for the crates to respawn, I'm also going to remove devastator on this map and CDM14, this weapon shouldn't be a pickup because too powerful.
NOOOOOOOOOOOOOOOOOOOOOOOOOOO WHAT HAVE YOU DONE!!!!?

nah just kidding


u did great removing dev seriously i was starting to get boring abusing with that weapon :lol:

Edit:
:v: the new items on the cdmboss secret HOLY SHIT!!!!!

Edit 2:
looks like i found a bug on cdm05 on the switch where u get the blue key its not working

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Re: Complex Doom Invasion

#167

Post by MZLXS » Sat May 28, 2016 6:22 pm

This is by far the best set of mods I have ever played ever...sorry EBDoom.

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fr blood
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Re: Complex Doom Invasion

#168

Post by fr blood » Sat May 28, 2016 8:38 pm

Thank you, after lookiing at the gameplay for a moment I've understood that it was too easy in my opinion, it's not a real challenge as it's supposed to be in Survival Invasion.

So the next update is going to make the gameplay a lot harder.

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C:\)
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Re: Complex Doom Invasion

#169

Post by C:\) » Tue May 31, 2016 3:44 am

so whats new on the 98b

i already saw the uploaded patch on doomseeker but i dont see any diferrences

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Re: Complex Doom Invasion

#170

Post by Sepia-Paper » Wed Jun 01, 2016 2:45 pm

is there a possibility that you will add new maps in the project?

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h00rnz
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Re: Complex Doom Invasion

#171

Post by h00rnz » Fri Jun 03, 2016 4:40 pm

There are few maps that the utility gun doesn't work for example the map "Forbidden Area".
You get the utility gun and at the moment you click the alt fire to search the options you can't scroll on them nor select anything from it.
It is quite frustrating because, I've luckily gotten the utility gun tier 3 a few times just to see it worthless.

BTW great job on this mod, it has given me hours upon hours of pure joy and entertainment.
I hope to see more maps. it is incredibly addictive and fun.

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fr blood
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Re: Complex Doom Invasion

#172

Post by fr blood » Fri Jun 03, 2016 8:12 pm

h00rnz wrote:There are few maps that the utility gun doesn't work for example the map "Forbidden Area".
You get the utility gun and at the moment you click the alt fire to search the options you can't scroll on them nor select anything from it.
It is quite frustrating because, I've luckily gotten the utility gun tier 3 a few times just to see it worthless.

BTW great job on this mod, it has given me hours upon hours of pure joy and entertainment.
I hope to see more maps. it is incredibly addictive and fun.
These are not bugs, it's just people who doesn't know how to configure their servers with the mode.

Be sure to join the server called: "Complex Doom Survival Invasion vx.xxx >> Reinforcement System << (LCA)" to avoid problems like that.

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Re: Complex Doom Invasion

#173

Post by h00rnz » Sat Jun 04, 2016 6:48 pm

fr blood wrote:
h00rnz wrote:There are few maps that the utility gun doesn't work for example the map "Forbidden Area".
You get the utility gun and at the moment you click the alt fire to search the options you can't scroll on them nor select anything from it.
It is quite frustrating because, I've luckily gotten the utility gun tier 3 a few times just to see it worthless.

BTW great job on this mod, it has given me hours upon hours of pure joy and entertainment.
I hope to see more maps. it is incredibly addictive and fun.
These are not bugs, it's just people who doesn't know how to configure their servers with the mode.

Be sure to join the server called: "Complex Doom Survival Invasion vx.xxx >> Reinforcement System << (LCA)" to avoid problems like that.
Oh, well...sorry about that, thanks for the reply

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Re: Complex Doom Invasion

#174

Post by RedThePyro » Mon Jun 06, 2016 2:03 am

It seems complex doom wont work for me. I keep on getting this message every time I try to use it.
OS: Windows NT (NT 6.2) Build 9200

M_LoadDefaults: Load system defaults.
Gameinfo scan took 1 ms
W_Init: Init WADfiles.
adding C:/Program Files (x86)/Zandronum/zandronum.pk3, 696 lumps
adding c:/program files (x86)/steam/SteamApps/common/doom 2/base/doom2.wad, 2919 lumps
adding C:/Program Files (x86)/Zandronum/announcer/ZanACG.pk3, 104 lumps
adding C:/Program Files (x86)/Zandronum/announcer/ZanGeneric.pk3, 105 lumps
adding C:/Users/Giovanni/Downloads/complex-doom-invasion_0.98c.pk3, 3 lumps
adding C:/Users/Giovanni/Downloads/complex-doom-invasion_0.98c.pk3:cd-map.wad, 8559 lumps
I_Init: Setting up machine state.
CPU Speed: 2594 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i7-4720HQ CPU @ 2.60GHz
Family 6, Model 60, Stepping 3
Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.24.16
V_Init: allocate screen.
Using in-memory database. The database will not be saved on exit.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script error, "complex-doom-invasion_0.98c.pk3:cd-map.wad:DECORATE" line 5:
Parent type 'ModdedBulletPuff' not found in MarineBulletPuff

Execution could not continue.

Script error, "complex-doom-invasion_0.98c.pk3:cd-map.wad:DECORATE" line 5:
Replaced type 'ModdedBulletPuff' not found in MarineBulletPuff
Is there any fix to this?
(BTW, awesome mod. It kinda reminds me of Tf2's MVM but with alot more content.)

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Empyre
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Re: Complex Doom Invasion

#175

Post by Empyre » Mon Jun 06, 2016 3:38 am

I haven't played this so I could be wrong, but isn't Complex Doom Invasion an add-on for Complex Doom? If so, you would need to load Complex Doom itself first, and then load the add-on.
"For the world is hollow, and I have touched the sky."

RedThePyro
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Re: Complex Doom Invasion

#176

Post by RedThePyro » Mon Jun 06, 2016 3:51 am

Empyre wrote:I haven't played this so I could be wrong, but isn't Complex Doom Invasion an add-on for Complex Doom? If so, you would need to load Complex Doom itself first, and then load the add-on.
Oh, I see. Thanks. :happyface:

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fr blood
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Re: Complex Doom Invasion

#177

Post by fr blood » Wed Jun 08, 2016 8:31 am

You could read the 1st post, all the neccessary informations are there.

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h00rnz
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Re: Complex Doom Invasion

#178

Post by h00rnz » Fri Jun 10, 2016 10:37 am

What is the hotkey to remove runes?

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fr blood
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Re: Complex Doom Invasion

#179

Post by fr blood » Fri Jun 10, 2016 11:03 am

There is no hotkey, you must set it by urself in custom controls.

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Re: Complex Doom Invasion

#180

Post by wpninja » Fri Jul 01, 2016 9:32 am

Since the main website is down is there anywhere I can download the following?

complex-doom.v26a2.pk3
lca-v1.5.5.pk3
randommons-v1.1.4.pk3
complex-lca-rm-haf-patch-v1.4.4.pk3
complex-doom-justammo.haf.wad

Thanks in advance.

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