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ultimate-custom-doom's Introduction

Ultimate Custom Doom

Advanced customization mod for GZDoom.

Based on Custom Doom by Lud (Accensus)

Custom Doom is mentioned in 2016 Cacowards under Neat Stuff Safari!

What this mod does

It's basically a "make your own difficulty" kind of mod which lets you modify the following:

  • Damage done!
  • Damage taken!
  • Movement speed!
  • Health, armor, ammo regeneration!
  • Jump height!
  • Air control!
  • Max health!
  • Starting health!
  • Friction!
  • Permanent power-ups!
  • Health and armor degeneration!
  • Randomization!
  • Monster manipulation! (Limited options)

Thanks

To those who reported bugs: Beed28, przemko27, DabbingSquidward, drogga (Commado Pen), Nems, HexFlareheart, kondoriyano, Spaceman333, ghost.

To those who suggested new features: przemko27.

Links

Custom Doom Credits

  • Base idea: Lud (Accensus).
  • Sounds: YouTube (Heartbeat), Quake 2 (Armor Shard), Unreal Tournament '99 (Notification).

===Special Thanks===

  • JudgeGroovy - Suggestions.
  • Doctrine Dark - Suggestions & Debugging.
  • Zhs2 - Suggestions & Advice.
  • Beed28 - Suggestions & Debugging.
  • FaggoStorm - Debugging.
  • Phantom Allies - Suggestions.
  • FoxBoy - Suggestions.

==Unusually Special Thanks==

  • Eruanna - Attempting to write a script for exporting/importing CustomDoom settings into an external config file, thus creating a sort of a profile system.

License

GPLv3 (see copying.txt)

ultimate-custom-doom's People

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ultimate-custom-doom's Issues

Degeneration resets health to its cap on death

When health degeneration is enabled, if you die it on its next tick sets your health to whatever its minimum is. So if you have the limit for health degeneration set to 10, your health will become 10 after dying.

In most cases this doesn't cause problems, but for classic forced pistol starts that kill you while triggering the transition to the next level, if degeneration ticks in between you dying and the game transitioning to the next level, you wind up in an undead corpse state in the next level wherein you cannot be targeted, cannot take damage, and have no collision box but otherwise can act normally, enabling you to walk through actors. This pretty much always happens if you have degeneration's interval set to 1 second.

If you're curious, I discovered this while running 1 max health, 1 health degeneration/s (so as to keep my health down from bonuses), 1500 max armor and 10/s armor regen, with 100% protection starting armor, on JPCP.

add max health cap

To mitigate bullet sponge enemies.

  • On/off switch to toggle the cap;
  • Value slider to configure the cap.

Modifying self damage multiplier results in taking no splash damage from your own rockets at all.

Subj. Decided just to tweak this bs vanilla balance and this ended up with skipping any damage from my rockets.
UPD: It's harder to reproduce than I actually thought. It's like it multiplies the already calculated value on this multiplier you have entered each time the game loads a level, again and again. So, for example, If you have set it to something like 0.625, it will result in SelfDamageValue*0.625^n where n is level transition\save loading count, making self damage value infinitely small in the end.

Degeneration little bug

I use degeneration cause I want to pick everything up and health packs cannot be pick at 100% or more! So, I used your mod (thank you for ALL the settings!) to degenerate to 99 (instead of 100). Everything's cool except, it heals or regenerates me when I dropped below 99.

I test it multiple times... The easiest way? Bazooka a wall not that far!
I know a little bit about scripting so I checked your code... cd_player_health.zs (where degeneration is)
I added "if (oldHealth <= 99) { return; }" below "if (newHealth == oldHealth) { return; }" and it works but this is a "only for me" thing...
To make it better, (not a for only me thing) you should add a variable like "noderegenbelow = x" or something.
You know, a bottom number...

Thank you very much for the mod!

Floating point numbers bug.

Number conversion bug when you try to enter float point number. Here's I just tried to enter "0.1" as a "self damage multiplier":

14-08-2023 022334

But when you summing just divided by 2 portions of small numbers, it works fine:

14-08-2023 021536

Note this is messing just the visual experience, other then that it works fine I think.

The Permanent Minotaur option doesn't do anything

Submitted by DabbingSquidward (https://forum.zdoom.org/viewtopic.php?f=43&t=64678&p=1119943#p1119943):

AFAIK it goes like this:

Player picks up ArtiDarkServant. ArtiDarkServant fires SummoningDoll on use. SummoningDoll calls A_Summon. A_Summon sets StartTime to the current tic. Player is given PowerMinotaur. PowerMinotaur keeps track of StartTime.
PowerMinotaur is used as a tracer by MinotaurFriend to know its owner. Minotaurfriend calls A_MinotaurChase which will cause a suicide after 25 seconds.

Edit: Removing PowerMinotaur from the player via console while a minotaur has been summoned does nothing to prevent his disappearance.

Edit2: A Minotaurfriend spawned from console has no 25 second lifespan. It's still friendly, even without tracer, must be due to the +FRIENDLY flag. Dunno what effect this has on Deathmatch (friendly to all players?)

Mod forcibly creates binding to O key everytime doom is booted up.

I've set up quick commands to O and P to quicksave the game, but after I installed the mod, pressing O now opens Ultimate Custom Doom's menu settings.

I can go into the "customize controls" option and remove the binding, thus being able to use my quick commands again, but when I turn off and turn on the game again, the same problem is there again.

Since ultimate custom doom has an actual entry in the options menu unlike the original, which could only be accessed via a hotkey, I think it would be fine to remove the default keybinds entirely or change them so they don't reset themselves automatically everytime the game is rebooted.

add support for custom armor types

Submitted by Arkezuli on ZDF (1), (2):

Any chance you could add support for red and blue Armor?

Red and Blue armor are stronger variants from Brutal Doom that basically every single other fork of it uses. including two that I play, Project Brutality and Brutal DooM Platinum.

Jump Height & Air Control aren't zero terminated

In Legacy of Suffering's later maps, the player's JumpZ is raised from 8 to 12 and one time even 20 via ACS to let the player get out of some areas which need to be entered to progress through the map. Also, Golden Souls 1 & 2 set the player's Air Control to 0.7 instead of the default 0.00390625 which with Ultimate Custom Doom not only breaks, but the player seemingly brakes to a halt when jumping. Setting UCD's Air Control to 0.7 to match GS still doesn't get rid of the braking,

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