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

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

#381

Post by Bloodhaven » Mon Apr 17, 2017 11:41 am

Totally forgot to add this to my first post. I didn't have a chance to run through this entire thread so forgive me if this has been addressed. The Legendary Sentinel (The legendary mastermind) does indeed crash servers on its own (even without addons other than LCA). I've tested it and sometimes it'll just stop and begin causing an endless amount of lag. It's the #1 reason for my server crashes sadly. :sad:

Is this getting addressed in the next patch? I'd be more than happy to patch it in myself.
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[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#382

Post by Legendary » Mon Apr 17, 2017 3:09 pm

Bloodhaven wrote:Totally forgot to add this to my first post. I didn't have a chance to run through this entire thread so forgive me if this has been addressed. The Legendary Sentinel (The legendary mastermind) does indeed crash servers on its own (even without addons other than LCA). I've tested it and sometimes it'll just stop and begin causing an endless amount of lag. It's the #1 reason for my server crashes sadly. :sad:

Is this getting addressed in the next patch? I'd be more than happy to patch it in myself.
No, this isn't an LCA issue I've said that already. The issue in fact comes from Randommons. Overlord copy and pasted some code from the Legendary Sentient causing the fire spawners to bug out due to not copy and pasting the entire actor's code. In my opinion, he needs to just delete the entire LCAStuff.txt becuase his method of copy and pasting is causing so many errors and the Leg Sentient bug is one of them.

Code: Select all

Actor LegendarySentient~ : LegendarySentient replaces LegendarySentient {
damagefactor "playerpyro", 0.3
Health 6000
//var int user_music;
var int user_script;
var int user_wait;
}

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

#383

Post by Bloodhaven » Tue Apr 18, 2017 1:43 am

Wow, the one wad I didn't omit because I assumed it wouldn't have anything to do with LCA. Stupid me.
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[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#384

Post by Skeleton » Tue Apr 18, 2017 6:28 am

relax, update incoming

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

#385

Post by Blast98 » Tue Apr 18, 2017 6:29 am

Skeleton wrote:relax, update incoming
That's great to hear. How long is the wait right now?

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

#386

Post by Skeleton » Tue Apr 18, 2017 6:57 am

until lca 1.5.9, the content of this update are a few bug fixes. In the next update I will update the Demented Terminator and maybe add some monster, MAYBE.

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

#387

Post by spartanoo2 » Tue Apr 18, 2017 7:33 pm

i have hungry legendary to test your lca 1.5.9 :) what update have this new update

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

#388

Post by Legendary » Tue Apr 18, 2017 8:33 pm

Hello everyone! The moment you've all been waiting for is finally here, the release of LCA-v1.5.9! Yes, this new version is finally ready. It includes SO much new content and bug fixes. Sadly, this version has lost Its compatibility with the current Zandronum version (2.1.2) and has moved onto 3.0, GZDoom and ZDoom (I think it works with ZDoom, didn't test that). I had to make that choice because I found out that some features have been changed in 3.0 and aren't reverse compatible with 2.1.2. HOWEVER, I will be making a version for you to play on Zandronum's 2.1.2 version. It will be missing some content though due to it not being compatible but not much. If you want to know everything this update has to offer, go check for yourself. The LCADEMO map has been updated with literally everything that LCA has to offer. I suggest you use noclip and notarget when looking around certain areas. When playing this mod Do Not load it with any other gameplay addons until they are updated as well. It will cause all of the new monsters and weapons to be unobtainable due to the spawners not being updated. If you notice any bugs please tell me here or through pm. Well... I think that's all I have to say, enjoy.

Here is the link: lca-v1.5.9.pk3

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

#389

Post by Bloodhaven » Wed Apr 19, 2017 12:32 am

Fuck yes!! Loading it up right away.
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[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#390

Post by Legendary » Wed Apr 19, 2017 12:39 am

Bloodhaven wrote:Fuck yes!! Loading it up right away.
:biggrin:

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

#391

Post by Legendary » Wed Apr 19, 2017 1:28 am

Here's the LCA version that works with Zandronum 2.1.2: lca-v1.5.9-zan2.1.2.pk3

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

#392

Post by Gadosen » Wed Apr 19, 2017 3:24 am

I'm gonna try this bad boy right freaking now XD

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

#393

Post by Legendary » Wed Apr 19, 2017 3:47 am

Gadosen wrote:I'm gonna try this bad boy right freaking now XD
Wait lol not yet, I messed up something with the DT Railgun. Everyone who previously downloaded redownload the pk3.

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

#394

Post by Gadosen » Wed Apr 19, 2017 3:50 am

I was about to say about the Demon Tech Railgun right now so... nevermind XD
The BFG 9000 is described when you equip it as "O BFG 9000"... I don't know if this is a bug or not but... is what is written there
I'm going to try find more later... because is almost 1AM in the morning where I live and I need to go sleep XD

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

#395

Post by Legendary » Wed Apr 19, 2017 3:55 am

Gadosen wrote:I was about to say about the Demon Tech Railgun right now so... nevermind XD
The BFG 9000 is described when you equip it as "O BFG 9000"... I don't know if this is a bug or not but... is what is written there
I'm going to try find more later... because is almost 1AM in the morning where I live and I need to go sleep XD
Yeah lol I literally just fixed the bug with the DT Railgun. As for the BFG idk what that's all about. Doesn't happen when I use it.

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

#396

Post by Doomenator » Wed Apr 19, 2017 6:40 am

So DT Railgun have no zoom? Also DT Railgun vanila mode effects dont work.

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

#397

Post by Legendary » Wed Apr 19, 2017 2:40 pm

Doomenator wrote:So DT Railgun have no zoom? Also DT Railgun vanila mode effects dont work.
No it doesn't have zoom because the sprites don't have a scope on it. As for vanilla mode I didn't do any effects for vanilla.

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

#398

Post by theundeadsoldierx9 » Wed Apr 19, 2017 2:48 pm

So you finally release the lca 1.5.9 huh? nice job

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

#399

Post by Legendary » Wed Apr 19, 2017 4:36 pm

theundeadsoldierx9 wrote:So you finally release the lca 1.5.9 huh? nice job
Lol yeah, about time. Metal_Spaghetti came in clutch with those sprites.

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

#400

Post by fiorello1 » Wed Apr 19, 2017 6:58 pm

OH YES
FIRE AURAAAAAAAAAAAAAAAAAAAA

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