mmaulwurff / ultimate-custom-doom Goto Github PK
View Code? Open in Web Editor NEWAdvanced customization mod for GZDoom.
License: GNU General Public License v3.0
Advanced customization mod for GZDoom.
License: GNU General Public License v3.0
(eg. sound effect displaying as on, but the regen makes no sound).
submitted by przemko27
submitted by przemko27
Ability to change settings "on the fly" and not to wait until the start of the next level.
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.
To mitigate bullet sponge enemies.
submitted by przemko27
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,
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.
https://forum.zdoom.org/viewtopic.php?f=43&t=64678&p=1112425#p1112425
Gamerdude0072:
There's a problem where if you resurrect or complete the level with movement friction on that lowers the friction each time.
Submitted by UnknownMaster21 on ZDF:
Possible to add maximum Armor points, similar to Maximum Health?
Submitted by kondoriyano:
i notice the ammo regeneration doesnt work with new classes in new final doomer
https://forum.zdoom.org/viewtopic.php?f=43&t=64678&p=1117928#p1117928
wad replaces the InvulnerabilitySphere, BlurSphere, RadSuit, and Infrared actors with counterparts that only last a second:
https://forum.zdoom.org/download/file.php?id=35332
submitted by przemko27
Submitted by NightFright on ZDF:
I am trying this with Heretic and noticed that armor regen doesn't work.
submitted by DabbingSquidward
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.
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?)
submitted by przemko27
submitted by Nems
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!
submitted by przemko27
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