Super Demon! FINISHED!!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Catastrophe
Retired Staff / Community Team Member
Posts: 2566
Joined: Sat Jun 02, 2012 2:44 am

RE: Super Demon! R4-1! Stats, maps, guns, and Ivan

#241

Post by Catastrophe » Thu Mar 27, 2014 12:25 am

Get hype! Superdemon is not dead, big update with at least 5 new maps coming soon!
Spoiler: (Open)
Image
Changes so far...

Code: Select all

4.1 -> 5.0 (ACS update)
++ STATS WILL BE RESET THIS PATCH (Remember, it's still experimental)
+ Complete acs rewrite by watermelon
+ 2 new maps by guardsoul
+ 2 new maps by ivan
+ Deathvile replaced with deathknight, by Catastrophe
+ New healthbar by watermelon
+ added attack descriptions for every boss
+ New commands
	- Checkmyscores, displays your stats in the console
	- Checkhiscores, displays server stats in the console
+ Names displayed for hiscore will now record the top 3 players
+ End game messages have been rehauled again
+ New Stat: Rounds Survived
+ 3 new ads by aenima
+ F1 help menu added
- Centaur radius decreased (now he can fit through the crevices)
- ultra shotgun reload speed increased
- nosferatu map lag fixed
- Mephisto energy bolt damage reduced
- Argus health reduced
- Argus speed lowered.
- Various map fixes
- Sumo speed increased.
- Commander spin attack improved.
- Commander rocket radius and direct hit damage increased.
- Nosferatu lunge fixed. (I hope)
- Centaur toro fixed.
- Centaur health more buffed
- Moloch health buffed
- Arachnophyte chaingun spread decreased
- Juggeraut bullets fixed
- Gamesplayed stat should finally update itself
- Extra life will be taken away if you die for sure now.
- The "ceiling torch" in the vampire map doesn't get you stuck
- Vindicator nerfed
- Vindicator FX has been made clientsided
- Fixed typo in the checkhiscores command
Last edited by Catastrophe on Thu Mar 27, 2014 12:30 am, edited 1 time in total.

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Ivan
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RE: Super Demon! R4-1! Stats, maps, guns, and Ivan

#242

Post by Ivan » Thu Mar 27, 2014 7:57 am

Ceiling torch
Yes, my vocabulary is very huge.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Ænima
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Posts: 3578
Joined: Tue Jun 05, 2012 6:12 pm

RE: Super Demon! R4-1! Stats, maps, guns, and Ivan

#243

Post by Ænima » Thu Mar 27, 2014 1:03 pm

Dayumn , that's an impressive changelog. Glad to see this is still being worked on. I'll definitely playtest as soon as I fix my compy.
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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Javier
 
Posts: 21
Joined: Thu Dec 19, 2013 4:43 pm
Location: In Your House

RE: Super Demon! R4-1! Stats, maps, guns, and Ivan

#244

Post by Javier » Sun Mar 30, 2014 8:33 pm

e.e nice
Image

Drakeman1234
 
Posts: 57
Joined: Tue Oct 23, 2012 9:56 pm

RE: Super Demon! R4-1! Stats, maps, guns, and Ivan

#245

Post by Drakeman1234 » Tue Jun 02, 2015 10:35 pm

Does this thing even run in Zandro 2.0?

Upon a boss being chosen, this mod seems to throw out a good old fashioned CTD memory access violation.

Catastrophe
Retired Staff / Community Team Member
Posts: 2566
Joined: Sat Jun 02, 2012 2:44 am

RE: Super Demon! R4-1! Stats, maps, guns, and Ivan

#246

Post by Catastrophe » Tue Jun 02, 2015 11:43 pm

Drakeman1234 wrote: Does this thing even run in Zandro 2.0?

Upon a boss being chosen, this mod seems to throw out a good old fashioned CTD memory access violation.
Should work. It appears people crash if they f12 someone but that should be fixed in the next Zandronum. Are you sure you're using the latest one? (superdemon-.pk3)

Drakeman1234
 
Posts: 57
Joined: Tue Oct 23, 2012 9:56 pm

RE: Super Demon! R4-1! Stats, maps, guns, and Ivan

#247

Post by Drakeman1234 » Wed Jun 03, 2015 12:39 am

Catastrophe wrote:
Drakeman1234 wrote: Does this thing even run in Zandro 2.0?

Upon a boss being chosen, this mod seems to throw out a good old fashioned CTD memory access violation.
Should work. It appears people crash if they f12 someone but that should be fixed in the next Zandronum. Are you sure you're using the latest one? (superdemon-.pk3)
....Crud. Okay, now I see it.

But why is the link in the OP the link for the old one?

Catastrophe
Retired Staff / Community Team Member
Posts: 2566
Joined: Sat Jun 02, 2012 2:44 am

RE: Super Demon! R4-1! Stats, maps, guns, and Ivan

#248

Post by Catastrophe » Wed Jun 03, 2015 1:02 am

Drakeman1234 wrote:
Catastrophe wrote:
Drakeman1234 wrote: Does this thing even run in Zandro 2.0?

Upon a boss being chosen, this mod seems to throw out a good old fashioned CTD memory access violation.
Should work. It appears people crash if they f12 someone but that should be fixed in the next Zandronum. Are you sure you're using the latest one? (superdemon-.pk3)
....Crud. Okay, now I see it.

But why is the link in the OP the link for the old one?
Because I'm lazy. Fixed.

Drakeman1234
 
Posts: 57
Joined: Tue Oct 23, 2012 9:56 pm

RE: Super Demon! FINISHED!!

#249

Post by Drakeman1234 » Wed Jun 03, 2015 1:54 am

This mod is cool and all, but some things don't seem to work right. For example, I toyed around with bots, and I ended up having to rig a lot of things so that damage was done properly. Also, when I died, the round didn't end, but I ended up respawning as a regular player, and with the previous boss weapon still raised. Once it ran out of ammo, of course, it went away, but this is odd.

Is there some sort of guide I need to know about in order to set this up properly?

Catastrophe
Retired Staff / Community Team Member
Posts: 2566
Joined: Sat Jun 02, 2012 2:44 am

RE: Super Demon! FINISHED!!

#250

Post by Catastrophe » Thu Jun 04, 2015 12:19 am

Drakeman1234 wrote: This mod is cool and all, but some things don't seem to work right. For example, I toyed around with bots, and I ended up having to rig a lot of things so that damage was done properly. Also, when I died, the round didn't end, but I ended up respawning as a regular player, and with the previous boss weapon still raised. Once it ran out of ammo, of course, it went away, but this is odd.

Is there some sort of guide I need to know about in order to set this up properly?
As the main post describes, just type in "setup" in the console. Nothing else is needed.

Drakeman1234
 
Posts: 57
Joined: Tue Oct 23, 2012 9:56 pm

RE: Super Demon! FINISHED!!

#251

Post by Drakeman1234 » Thu Jun 04, 2015 9:49 pm

Okay. I made a server, but there seems to be a problem where if someone who joins my server becomes the boss, he crashes out.

Catastrophe
Retired Staff / Community Team Member
Posts: 2566
Joined: Sat Jun 02, 2012 2:44 am

RE: Super Demon! FINISHED!!

#252

Post by Catastrophe » Thu Jun 04, 2015 11:57 pm

Drakeman1234 wrote: Okay. I made a server, but there seems to be a problem where if someone who joins my server becomes the boss, he crashes out.
Uhh yeah... The current Zandronum is bugged. Try using the fullscreen hud and tell me if it still happens. This is for sure fixed in the upcoming release... Sorry about all the current problems :sad:
Last edited by Catastrophe on Thu Jun 04, 2015 11:59 pm, edited 1 time in total.

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