SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.

Should every weapon be forced to reload?

 
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Ænima
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SyringeMod for Complex Doom - Goodbye Pyro Demon, hello Cryo Demon!

#1

Post by Ænima » Wed Dec 04, 2013 1:12 pm

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This addon was based on a suggestion that I made to Cacodemon about the health/armor items in Complex Doom, which I felt were useless and difficult to use at times.

In SyringeMod, all of the HP/AP+5 pickups are replaced by "charge packs". They power your syringe. Hold altfire with any weapon, anywhere, for as long as you need to recharge your health. The only drawback is that it forces you to stay still, so don't do it in a heated battle!

UPDATE: As of version 2e, SyringeMod also features a "radio chat" system that lets you issue quick commands to your teammates or let them know you need assistance. It's very simple to use. Just press the key to open the radio menu (set it in the Controls menu), use your movement keys (WASD) to select an option, and press Use to select it.
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[- v3d LINK -]


You must load it AFTER Complex Doom, by the way.


Changelog:
[spoiler]
  • v2b:
    ---------------
  • Fixed some bugs related to getting stuck and magically floating while healing in midair. This required me to replace the hacky A_Stop calls with an ACS script.
  • Fixed a bug where the Plasma Rifle wouldn't refire until you let go of fire and pressed it again.

    v2c:
    ---------------
  • Created a workaround for A_JumpIfHealthLower, which caused very bad desync online (a huge block of DECORATE wouldn't appear to run on the client).
  • Replaced the shotgun sounds and the blood sounds, cuz why not?

    v2d:
    ---------------
  • The syringe heals faster. Now it's 1HP every 5 tics (instead of every 7 tics).
  • Charge pack pickup amounts increased from 4 and 8 to 5 and 10.
  • Added custom sounds for the quad shotgun and assault rifle.
  • Made the pistol semi-automatic.
  • Added ingame instructions on how to use the syringe.
  • Armor shards now give you 2AP at a time instead of 1. Did this since the armor charge items are no longer present.
  • Better-looking blood trails!

    v2e:
    ---------------
  • Added the radio chat system! Bind a key for it and use WASD and Use to use it.
  • Fixed a bug with the tutorial system.
  • Various changes for compatibility with ComplexDoom v13e. (re-implemented the Reload key, replaced the new StimKit)
  • Increased the assault shotgun's spread.

    v2f:
    ---------------
  • Hopefully fixed the bug where the wrong name would be displayed after radio chatting.
  • Added the "ragequit alarm".
  • Changed the shotgun's, AR's, and minigun's spread patterns.

    v2g:
    ---------------
  • The assault shotty is now semi-auto.
  • Added bullet tracers and blood splat models.
  • Replaced DSRADIO and the SSG firing sound.
  • Hopefully fixed a bug where the ragequit alarm would go off randomly.
  • New INTERPIC and intermission music.
  • HOTFIX: You could fire the Autoshotty and Railgun infinitely if you were completely out of ammo.

    v2h:
    ---------------
  • Replaced the bullet and shell casing sounds as well as the ricochets.
  • Added better looking ricochets!
  • Added the Roach, Agaures, Chaingun Demon, UAC Bot, Supreme Fiend, and Zombie Plasma Tank. All taken from R667 and tweeked a bit.

    v3a:
    ---------------
  • Overrided the reloads which were implemented in Complex v15. The only weapons which require reloading are the autoshotty and railgun. (For balance reasons.)
  • Overrided forced player weapon skins. You can now use whatever skin you want.
  • Added "Angry German Kid" as another ragequit sound effect.
  • Removed ComplexDoom's tracers because mine came first. ;]
  • Replaced the Devil Imp with the Abomination Imp.
  • Replaced the Grenadier zombie with the Freeze Rifle Zombie.
  • Added footstep sounds to the new monsters.
  • Added the Nailborg.
  • Made the pistol just barely more accurate.
  • Replaced the Rocket Zombie with the Nailborg Commando.
  • Replaced the new ArmorBooster inventory item.
  • Did some balance tweaks to the new monsters.
  • Made it so that you can cancel the radio chat menu by pressing the radio chat key again.
  • New palette.
  • HOTFIX: Some weapons could be fired even if you were out of ammo.

    v3b:
    ---------------
  • Added the Tek Imp!
  • Made the pistol slightly more accurate.
  • Added recoil to all bullet and shell type weapons as well as the Railgun. It corrects itself so hopefully it shouldn't be too invasive.
  • Replaced some of the SSG's sounds.

    v3c:
    ---------------
  • Fixed the armor bonuses.
  • Tracers no longer spread when chaintapping the assault rifle.
  • Added punctuation to the roach's obituary message.
  • Reverted the health bonuses to the way they were before Complex v16.
  • Replaced the Pyro Demon with the Cryo Demon!
  • Replaced the assault rifle's pickup/select sound.
  • Roaches spawn less often now.

    v3d:
    ---------------
  • Updated the spawners for compatibility with Complex v17.
  • Changed the Cryo Demon's recolored ground fire attack to a ice spike ground attack. Thanks for the awesome idea, Javier!
  • Halved the Cryo's original painchance.
[/spoiler]
Last edited by Ænima on Sat Jan 18, 2014 11:15 pm, edited 1 time in total.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
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RE: SyringeMod for Complex Doom

#2

Post by Ænima » Thu Dec 05, 2013 3:14 am

Minor update. Fixed some bugs.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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RE: SyringeMod for Complex Doom

#3

Post by Cruduxy » Thu Dec 05, 2013 5:46 pm

Haha this reminds me with weed spam on all servers all day :P
Ænima wrote:
Oh and you can download Complex Doom here, at least until Caco makes a thread for it. (nudge nudge)
Maybe he'll listen to you.. I tried a lot before :_
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RE: SyringeMod for Complex Doom

#4

Post by Ænima » Thu Dec 05, 2013 5:51 pm

Yikes ... Just noticed a big bug. This can desync MASSIVELY online, and I think it's because of A_JumpIfHealthLower. I'll create a tracker ticket and minimal example wad later today, and I guess I'll have to create a temporary workaround for SyringeMod.

Also, weed spam? Wut?
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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RE: SyringeMod for Complex Doom

#5

Post by Ænima » Fri Dec 06, 2013 4:53 am

Sorry for the short bump, but I fixed the bad desync problem and this mod now works perfectly online!

I also replaced a few of the sounds from Complex Doom because IMO they were either low quality or overused. I may do more of this in future versions.


Anyways, newest version is in the first post.
Last edited by Ænima on Fri Dec 06, 2013 5:09 am, edited 1 time in total.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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BlackFish
 
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RE: SyringeMod for Complex Doom

#6

Post by BlackFish » Fri Dec 06, 2013 11:36 pm

Fox news would have a field day if they caught footage of that mod.

"New game endorses heroin usage!"

I'm kidding, but it's a nice concept. Does his arm get all fucked up being stabbing himself too many times?
Last edited by BlackFish on Fri Dec 06, 2013 11:36 pm, edited 1 time in total.

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RE: SyringeMod for Complex Doom

#7

Post by Ænima » Mon Dec 09, 2013 4:47 pm

New version uploaded! See first post.


The syringe has been buffed. It now heals faster and flask/pack pickups give more syringe ammo. Armor shards now give 2AP instead of 1 (to compensate for the absence of armor charge items). Other changes include the Pistol now being semi-auto, a small "tutorial" message the first time you use the syringe, better looking blood trails, and minor sound replacements for the quad shotty and assault rifle.



BlackFish wrote: Fox news would have a field day if they caught footage of that mod.

"New game endorses heroin usage!"
I hope they do. :v:

I wouldn't be the first, though.
BlackFish wrote: I'm kidding, but it's a nice concept. Does his arm get all fucked up being stabbing himself too many times?
Yes, and it takes 2 tics longer for you to find a vein every time you use it. just kidding
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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RE: SyringeMod for Complex Doom

#8

Post by CloudFlash » Mon Dec 09, 2013 4:57 pm

Ænima wrote: Yes, and it takes 2 tics longer for you to find a vein every time you use it. just kidding
This... is actually quite cool idea...
https://i.imgflip.com/i5tpe.jpg
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RE: SyringeMod for Complex Doom

#9

Post by Daedalus » Mon Dec 09, 2013 9:03 pm

I do not endorse this add on as it changes things in the main pk3 that it really shouldn't be even touching, the author was asked to stop but he felt that he has a right to change stuff. I guess as long as it promotes my mod, he may get on with it.

EDIT: I didn't mind the original idea with the Syringe, but I'm not for changing things like weapons.
Last edited by Daedalus on Mon Dec 09, 2013 9:12 pm, edited 1 time in total.

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RE: SyringeMod for Complex Doom

#10

Post by Cruduxy » Mon Dec 09, 2013 9:09 pm

BlackFish wrote: Fox news would have a field day if they caught footage of that mod.

"New game endorses heroin usage!"
Man they missed bioshock!

Edit : Daed make that topic while ur here :P
Last edited by Cruduxy on Mon Dec 09, 2013 9:22 pm, edited 1 time in total.
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RE: SyringeMod for Complex Doom

#11

Post by Slyfox » Mon Dec 09, 2013 9:46 pm

Cacodemon wrote: I do not endorse this add on as it changes things in the main pk3 that it really shouldn't be even touching, the author was asked to stop but he felt that he has a right to change stuff. I guess as long as it promotes my mod, he may get on with it.

EDIT: I didn't mind the original idea with the Syringe, but I'm not for changing things like weapons.
Not speaking for aenima, but this complaint p. much brings up this exact argument. So idk how you two are gonna settle it, but so far he hasn't done anything wrong [imo the sounds he added are actually as good if not better than the original]
Last edited by Slyfox on Mon Dec 09, 2013 9:48 pm, edited 1 time in total.

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RE: SyringeMod for Complex Doom

#12

Post by Daedalus » Mon Dec 09, 2013 10:09 pm

Slyfox wrote: So idk how you two are gonna settle it
Nothing to settle, like I said, I asked (told) him to stop, he didn't want to so he can get on with it, it gives the main mod more popularity.

I'm not going to waste my time trying to stop him any longer.

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RE: SyringeMod for Complex Doom

#13

Post by Ænima » Mon Dec 09, 2013 10:19 pm

Cacodemon wrote: it changes things in the main pk3 that it really shouldn't be even touching
No, this is an add-on. It does not change the original PK3 in any way.
Slyfox wrote: Not speaking for aenima, but this complaint p. much brings up this exact argument. So idk how you two are gonna settle it, but so far he hasn't done anything wrong
Exactly.

Caco seems to be flustered because I DID initially ask him if he was okay with me making the syringe (TBH I didn't even need to ask to do that in the first place, it's an add-on and not an edit of his PK3 after all) but I just wanted to see what he thought of it. Then I changed some other things (still very minor things) and he threw a hissy.

He even went on an ingame tirade about how I was supposedly doing this because I was jealous of Brutal Doom because my projects aren't as popular and how I'm a "leech" on Complex Doom's "popularity". Seriously.

And what it comes down to is ...
Slyfox wrote: [imo the sounds he added are actually as good if not better than the original]
... this. The players like it. Why do you have such a problem with what I'm doing if

a) i'm not actually changing any of your "work" since none of this is yours
b) i'm actually improving things


What it boils down to is: If you don't like it, don't play it. I'm not breaking any rules, and you're still free to host as many Complex Doom servers as you want without this add-on.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
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RE: SyringeMod for Complex Doom

#14

Post by Daedalus » Mon Dec 09, 2013 10:29 pm

And I knew straight away you'd post that up and still accuse me of pulling a SgtMark. Doesn't matter, I know what kind of guy you are. Like I said in that log, only reason I got pissed off is because you came to me first and asked about the syringe, I said you could, I even encouraged some of my regulars to try it, but NOTHING was mentioned of other changes especially to the weapons.

That log may not help me at all, but it doesn't really help you either. As I said above and in PM (which you probably blocked me on). Get on with it, I shant waste either of our time anymore.
Last edited by Daedalus on Mon Dec 09, 2013 10:32 pm, edited 1 time in total.

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RE: SyringeMod for Complex Doom

#15

Post by CloudFlash » Tue Dec 10, 2013 6:51 am

For Aenima:
Next time you change something, ask as many questions as possible. This way you can possibly bore original creator so he will just 'yes yes yes yes gtfo now plz', and then you will be able to use 'you agreed on this, you just forgot' as an argument in next possible addon fights.

For Cacodemon:
You do understand that the worst thing you lose with this addon is your pride and maybe a tiny itsy bitsy bit of popularity, both of which shouldn't really matter to you in long term? After all, changes he made were mostly accepted by players. Thus, one can say he improved your mod. And how do you thank him? By QQing. Seriously. GG.
Last edited by CloudFlash on Tue Dec 10, 2013 6:52 am, edited 1 time in total.
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RE: SyringeMod for Complex Doom

#16

Post by Zap610 » Tue Dec 10, 2013 11:14 am

CloudFlash wrote:Thus, one can say he improved your mod. And how do you thank him? By QQing. Seriously. GG.
That's pretty fucking arrogant to say he improved the mod, to the mod's author, by making gameplay changes which the original author doesn't even approve of.
Last edited by Zap610 on Tue Dec 10, 2013 11:40 am, edited 1 time in total.

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RE: SyringeMod for Complex Doom

#17

Post by CloudFlash » Tue Dec 10, 2013 2:21 pm

Zap610 wrote:
CloudFlash wrote:Thus, one can say he improved your mod. And how do you thank him? By QQing. Seriously. GG.
That's pretty fucking arrogant to say he improved the mod, to the mod's author, by making gameplay changes which the original author doesn't even approve of.
That would be arrogant, but only if he changed the original wad. Instead he made addon.
Ffs, it's called 'ADDon' for a reason. This means that he ADDs something. Something original author didn't include for various reasons, such as he didn't know how to, didn't want to, didn't approve of or personally hated. All for the sake of players who know how to, want to, approve of or personally love.
Get over your pride. Addons let the players do changes they want, regardless of what authors want. And is it Aenima's fault that players do enjoy playing this addon? :I
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RE: SyringeMod for Complex Doom

#18

Post by Zap610 » Tue Dec 10, 2013 4:56 pm

CloudFlash wrote:
Zap610 wrote:
CloudFlash wrote:Thus, one can say he improved your mod. And how do you thank him? By QQing. Seriously. GG.
That's pretty fucking arrogant to say he improved the mod, to the mod's author, by making gameplay changes which the original author doesn't even approve of.
That would be arrogant, but only if he changed the original wad. Instead he made addon.
Ffs, it's called 'ADDon' for a reason. This means that he ADDs something. Something original author didn't include for various reasons, such as he didn't know how to, didn't want to, didn't approve of or personally hated. All for the sake of players who know how to, want to, approve of or personally love.
Get over your pride. Addons let the players do changes they want, regardless of what authors want. And is it Aenima's fault that players do enjoy playing this addon? :I
Because I totally have a problem that he made this mod as opposed to you being extremely obnoxious to the author.

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RE: SyringeMod for Complex Doom

#19

Post by CloudFlash » Tue Dec 10, 2013 6:07 pm

Meanwhile I totally have a problem with people trying to antagonise every attempt of creativity in such small community as Doom fanbase just because their pride is at stake.
(it is also worth noting that pride is the seventh cardinal sin. Go figure)[/size]
But let's not derail this thread any further. After all this thread is not about 'author vs addon' problem.
Last edited by CloudFlash on Tue Dec 10, 2013 6:09 pm, edited 1 time in total.
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*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey

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RE: SyringeMod for Complex Doom

#20

Post by Ænima » Tue Dec 10, 2013 7:44 pm

Drop it.

Caco already said that he's not going to complain any further. Honestly I should have never even asked for "permission" to make this addon in the first place, because I never needed permission. I was just being polite and letting him know what I was doing. The fact that I asked must have given him the false impression that he had some sort of control over every single aspect of the addon. Which he didn't. So I apologize for leading you on, Cacodemon. (Your hostility was still unwelcomed though.)


Anyways, I have a few ideas for the next version:
  • Landmines, every player spawns with 3 of them. After they use them, that's it. No more.
  • Freezethrower?
  • A "team heal" item that has a 25% chance of replacing a Megasphere. When used, it heals all living players to 100% health.
Any other ideas, anyone? Keep in mind that this mod is primarily intended to be played on Survival.
Last edited by Ænima on Tue Dec 10, 2013 7:45 pm, edited 1 time in total.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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