[WIP] Complex Doom: LCA (Legendary Complex Addon)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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[WIP] Re: [PAUSED] Complex Doom: LCA (Legendary Complex Addon)

#261

Post by doomjoshuaboy » Mon Mar 06, 2017 12:14 am

theundeadsoldierx9 wrote:welp...since lca will take a little longer now i decide to do another one of my dirty jobs xdd

new legendary cyberdemon: https://gyazo.com/59159ed435b8c9ba498637d591e456ed
XDDDDDDDD Nice one.

theundeadsoldierx9

[WIP] Re: [PAUSED] Complex Doom: LCA (Legendary Complex Addon)

#262

Post by theundeadsoldierx9 » Mon Mar 06, 2017 12:15 am

doomjoshuaboy wrote:
theundeadsoldierx9 wrote:welp...since lca will take a little longer now i decide to do another one of my dirty jobs xdd

new legendary cyberdemon: https://gyazo.com/59159ed435b8c9ba498637d591e456ed
XDDDDDDDD Nice one.
thank you :V

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[WIP] Re: [PAUSED] Complex Doom: LCA (Legendary Complex Addon)

#263

Post by Legendary » Mon Mar 06, 2017 12:33 am

Zheg wrote:lol wtf!
so i wont collaborate anymore? xd
You will. I still need the player sprites and pickup sprites from you. That's the last thing we need and then I can release. Whenever you send the sprites that's when I'll be able to update. :eek:
theundeadsoldierx9 wrote:welp...since lca will take a little longer now i decide to do another one of my dirty jobs xdd

new legendary cyberdemon: https://gyazo.com/59159ed435b8c9ba498637d591e456ed
Nice! That actually looks really good. But, you're gonna have to do something like that for the TLC too. I kinda think it should stay the same though cause it fits more how it is. How it is now works perfectly with the Leg Cyb and TLC along with the Leg Sent and TLS.

theundeadsoldierx9

[WIP] Re: [PAUSED] Complex Doom: LCA (Legendary Complex Addon)

#264

Post by theundeadsoldierx9 » Mon Mar 06, 2017 6:49 am

Legendary wrote:
Zheg wrote:lol wtf!
so i wont collaborate anymore? xd
You will. I still need the player sprites and pickup sprites from you. That's the last thing we need and then I can release. Whenever you send the sprites that's when I'll be able to update. :eek:
theundeadsoldierx9 wrote:welp...since lca will take a little longer now i decide to do another one of my dirty jobs xdd

new legendary cyberdemon: https://gyazo.com/59159ed435b8c9ba498637d591e456ed
Nice! That actually looks really good. But, you're gonna have to do something like that for the TLC too. I kinda think it should stay the same though cause it fits more how it is. How it is now works perfectly with the Leg Cyb and TLC along with the Leg Sent and TLS.
nah dude don't say things like "nah the actual one it's good because it's look more better or more scary" dude pls the actual legendarys bosses doesn't not even look like legendarys (except legendary cardinal) the legendary cyberdemon looks like a vanilla cyberdemon with yellow blood same to the legendary annihilator so don't be bad bcoz it's ugly :c

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[WIP] Re: [PAUSED] Complex Doom: LCA (Legendary Complex Addon)

#265

Post by Twinkletwats » Tue Mar 07, 2017 1:22 am

theundeadsoldierx9 wrote:
Legendary wrote:
Zheg wrote:lol wtf!
so i wont collaborate anymore? xd
You will. I still need the player sprites and pickup sprites from you. That's the last thing we need and then I can release. Whenever you send the sprites that's when I'll be able to update. :eek:
theundeadsoldierx9 wrote:welp...since lca will take a little longer now i decide to do another one of my dirty jobs xdd

new legendary cyberdemon: https://gyazo.com/59159ed435b8c9ba498637d591e456ed
Nice! That actually looks really good. But, you're gonna have to do something like that for the TLC too. I kinda think it should stay the same though cause it fits more how it is. How it is now works perfectly with the Leg Cyb and TLC along with the Leg Sent and TLS.
nah dude don't say things like "nah the actual one it's good because it's look more better or more scary" dude pls the actual legendarys bosses doesn't not even look like legendarys (except legendary cardinal) the legendary cyberdemon looks like a vanilla cyberdemon with yellow blood same to the legendary annihilator so don't be bad bcoz it's ugly :c
Slow down there, man. Can't really even tell what you're criticizing.

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[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#266

Post by fr blood » Tue Mar 07, 2017 6:59 pm

Damn Legendary you have copy/pasted the Dark Annihilator without even changing a single line of code at least you could change the actor name so there are no confusion of double defined actor with CDI.

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[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#267

Post by Legendary » Tue Mar 07, 2017 7:59 pm

fr blood wrote:Damn Legendary you have copy/pasted the Dark Annihilator without even changing a single line of code at least you could change the actor name so there are no confusion of double defined actor with CDI.
Bro, I told you a while ago that I was going to be using it and you didn't have a problem with it. Are you even looking at the right LCA pk3? I definitely changed a few things, including the name. I changed the name, damage factors, removed the healing, added some different flags, lowered the health, added drops, slightly changed the obit, changed the painchaces, changed the species, removed the invul states, added gldefs to his shooting, removed the scripts, and created a new BFG projectile specifically for this monster since you just used the the one from the Spider Mastermind. Please check before posting. I also plan on actually doing stomp sprites for him if Zheg takes too long with the other sprites.

LCA Dark Annihilator: https://hastebin.com/bufadeqepe.php

CDI Dark Annihilator: https://hastebin.com/itoyidebas.vbs

theundeadsoldierx9

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#268

Post by theundeadsoldierx9 » Sun Mar 12, 2017 3:52 pm

hey legendary zheg is still doing the sprites?

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[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#269

Post by Legendary » Sun Mar 12, 2017 7:18 pm

theundeadsoldierx9 wrote:hey legendary zheg is still doing the sprites?
I guess, I haven't heard anything from him in like 2 weeks. I emailed him and messaged him on here and still nothing. He said they'd be done 2 Fridays ago.

theundeadsoldierx9

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#270

Post by theundeadsoldierx9 » Sun Mar 12, 2017 9:30 pm

Legendary wrote:
theundeadsoldierx9 wrote:hey legendary zheg is still doing the sprites?
I guess, I haven't heard anything from him in like 2 weeks. I emailed him and messaged him on here and still nothing. He said they'd be done 2 Fridays ago.
same old zheg! lazy! straight lazy! :v:

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[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#271

Post by Lazorman » Mon Mar 13, 2017 3:36 am

http://complex-doomwiki.org/wiki/Combat_Shotgun

Whoever started that Complex wiki either didn't know, or didn't care what they were doing. Either way, I'm gonna be cleaning it up and fleshing out in my free time from here on.

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[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#272

Post by Legendary » Mon Mar 13, 2017 3:53 pm

Lazorman wrote:http://complex-doomwiki.org/wiki/Combat_Shotgun

Whoever started that Complex wiki either didn't know, or didn't care what they were doing. Either way, I'm gonna be cleaning it up and fleshing out in my free time from here on.
I don't know either, good luck with that though it's a lot to cover.

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[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#273

Post by Lazorman » Mon Mar 13, 2017 8:19 pm

Legendary wrote:
Lazorman wrote:http://complex-doomwiki.org/wiki/Combat_Shotgun

Whoever started that Complex wiki either didn't know, or didn't care what they were doing. Either way, I'm gonna be cleaning it up and fleshing out in my free time from here on.
I don't know either, good luck with that though it's a lot to cover.
Thanks, I might need a few specific details if I can't find something, but I shouldn't be bothering you too much

Also, Id appreciate if someone could give me some feedback on a few of my current pages
http://complex-doomwiki.org/wiki/Handgun
http://complex-doomwiki.org/wiki/Imp

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[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#274

Post by Legendary » Mon Mar 13, 2017 11:13 pm

Lazorman wrote:Thanks, I might need a few specific details if I can't find something, but I shouldn't be bothering you too much

Also, Id appreciate if someone could give me some feedback on a few of my current pages
http://complex-doomwiki.org/wiki/Handgun
http://complex-doomwiki.org/wiki/Imp
It's fine, if you need anything just ask. Whether it be from Complex itself or one of the sub-mods. That looks really good so far though. Keep up the good work. :happyface:

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[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#275

Post by Lazorman » Tue Mar 14, 2017 1:02 am

Legendary wrote:
Lazorman wrote:Thanks, I might need a few specific details if I can't find something, but I shouldn't be bothering you too much

Also, Id appreciate if someone could give me some feedback on a few of my current pages
http://complex-doomwiki.org/wiki/Handgun
http://complex-doomwiki.org/wiki/Imp
It's fine, if you need anything just ask. Whether it be from Complex itself or one of the sub-mods. That looks really good so far though. Keep up the good work. :happyface:
Thank you, I'll keep it in mind ^^

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[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#276

Post by Lazorman » Tue Mar 14, 2017 2:42 am

Legendary wrote:
Lazorman wrote:Thanks, I might need a few specific details if I can't find something, but I shouldn't be bothering you too much

Also, Id appreciate if someone could give me some feedback on a few of my current pages
http://complex-doomwiki.org/wiki/Handgun
http://complex-doomwiki.org/wiki/Imp
if you need anything just ask
Well that was quick

Ok, so instead of using a DropItem, the DTechRifle drops from the zombie with an ACS script, which I can't find. How would that script work, and what would be the drop rate of the rifle?

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[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#277

Post by Legendary » Tue Mar 14, 2017 3:58 am

Lazorman wrote:Well that was quick

Ok, so instead of using a DropItem, the DTechRifle drops from the zombie with an ACS script, which I can't find. How would that script work, and what would be the drop rate of the rifle?
Interesting, I'm not sure. I've never really used ACS for weapon drops. Only script on it I found was this: https://hastebin.com/uweqagakok.cpp

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[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#278

Post by tarrasqueSorcerer » Tue Mar 14, 2017 4:53 am

Legendary, there's a small bug, or should I say inconsistency. All shotgun zombies's attacks have 1/2 pellets compared to the player's weapons, but hexa zombie shoots as many as the player's hexa. In other words, hexa zombies are twice as powerful they should be. You might want to fix this.
(there's also lack of norandom and unfair spread angle, but those are problems of Complex, not LCA)
Lazorman wrote:Ok, so instead of using a DropItem, the DTechRifle drops from the zombie with an ACS script, which I can't find. How would that script work, and what would be the drop rate of the rifle?
The script (it's the one that Leg posted above) only checks a CVAR. If it's set, the monster goes to AlwaysDrop label, which drops the weapon 100%. If it isn't set, it rolls a random chance instead and either skips or doesn't skip the line with A_SpawnItemEx spawning the weapon.

A pretty stupid workaround, if you ask me, since A_SpawnItemEx already has a failchance parameter that can take a complex expression. As a side effect, weapons dropped this way give their full ammo, instead of 1/2 like weapons dropped by DropItem.

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[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#279

Post by Lazorman » Tue Mar 14, 2017 6:32 pm

Lazorman wrote:Ok, so instead of using a DropItem, the DTechRifle drops from the zombie with an ACS script, which I can't find. How would that script work, and what would be the drop rate of the rifle?
tarrasqueSorcerer wrote:The script (it's the one that Leg posted above) only checks a CVAR. If it's set, the monster goes to AlwaysDrop label, which drops the weapon 100%. If it isn't set, it rolls a random chance instead and either skips or doesn't skip the line with A_SpawnItemEx spawning the weapon.

A pretty stupid workaround, if you ask me, since A_SpawnItemEx already has a failchance parameter that can take a complex expression. As a side effect, weapons dropped this way give their full ammo, instead of 1/2 like weapons dropped by DropItem.
Found the SpawnItem, don't know how I missed that. Thank you.

Legendary, I'll be putting any other questions in dms so I won't seem like I'm advertising this wiki I've taken over, lmao. Can't wait to see what come in the future.

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[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#280

Post by Legendary » Tue Mar 14, 2017 8:18 pm

tarrasqueSorcerer wrote:Legendary, there's a small bug, or should I say inconsistency. All shotgun zombies's attacks have 1/2 pellets compared to the player's weapons, but hexa zombie shoots as many as the player's hexa. In other words, hexa zombies are twice as powerful they should be. You might want to fix this.
(there's also lack of norandom and unfair spread angle, but those are problems of Complex, not LCA)
I'll take a look at that in a few.
Lazorman wrote:Legendary, I'll be putting any other questions in dms so I won't seem like I'm advertising this wiki I've taken over, lmao. Can't wait to see what come in the future.
Lol no problem, feel free to ask whenever. I usually always reply.

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