BilboHicks
Member

Posts: 513
Registered: 11-07 |
V1.99R3b released.
Ack, one final release...
After playing some extensive co-op, I found a minor (but annoying to fix) bug whereby certain damage messages on the console were repeated in multiplayer (even though the actual score was ok). This has been fixed. Basically the fix for the lag bug created it.
To make the download more worthwhile, I also decided to add a fix so that the Minotaur power up and Sentry Turret power up obey team damage rules. i.e. they dont hurt you or teammates anymore by default.
(It was very annoying to summon a Minotaur and have it beat on you)
download from usual: http://www.scoredoom.com
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v1.99r3 released.
download from http://www.scoredoom.com
Contains a couple of critical multiplayer (coop) fixes. The Add on pack has been updated;improvement to the Armored Imp.
Thats it. Multiplayer should be fine now.
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ScoreDoom v1.99r2 released
Decided to add support for optional harder bosses when using custom monsters, due to a request from a beta-tester.
Using the sdmonstershardboss wad from the 1.99r2 addonpack will increase the health of bosses by typically 150%.
Chain Bonuses are now more rewarding to go for, with a minimum of +12 instead of +5. Something I forgo to add in the last build.
download from here: http://www.scoredoom.com
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ScoreDoom v1.99 released (changes below)
New add-on pack as well.
Special thanks to Edward850, NovaDragon & DavidB1000 for the time spent QAing and beta-testing!!
download from the usual url: http://www.scoredoom.com
I plan for this to be my last release for some time (famous last words!). Though I'm planning on adding an optional add-on wad for making the bosses harder.
Changes in 1.99
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Major bug fix for older (and sometimes newer) computers where the super shotgun (and shotgun) caused lag in the game. Multiple damage
messages per tic to monsters is accumulated over the tic for a player instead of writing multiple times to the console per tic. This
can be turned off for oldskool damage console messages by setting sd_alt_con_scoring=false (not recommended!)
Major fix for hub intermission screens and finale screens, where the proper sd par time for the full hub, as well the the proper
wad score is displayed. Level scores are not shown anymore for hub intermission and finale screens, since they make no sense there :-)
Tweaks to the sd par time calculations for more sensible par times.
Minor tweaks to the damage scoring (getting rid of occasional '+0' scores)
Fix for minor memory leak problem.
Added a new monster and some tweaks to some other monsters in the sdmonsters wad.
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EDIT:Also re-uploaded the v1.98r7e add-on-pack to tweak the Phantom (less wraiths and phantom cannot be raised anymore), as well as a couple of other monsters.
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*EDIT: Still wasn't entirely happy with my SP artifact randomization, so I updated scoredoom1.98r7e one last time! Also tightened up the suicide/infighting code* :P
Updated to 1.98 Release 7e
grab it and its 1.98r7eADDONPACK from http://www.scoredoom.com
*If you downloaded 1.98r7d or 1.98r7c, they were buggy*. my apologies
*If you downloaded the 1.98r7cADDONPACK, that was buggy, too.*
Changes in 1.98r7e:
A bug fix for a bug which was introduced in 1.98r7d. Artifacts were not spawning properly in SP.
Also added a better random seeding for spawning monsters and artifacts per level in SP based on wad names and current level name.
The add on pack was updated to fix a DECORATE conflict problem, since I forgot to update SD-ARTIFACTS.WAD in 1.98r7c.
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Updated to 1.98 Release 7d.
As usual, spoke too soon, I forgot to put in a major bug fix for SP, whereby the random counter for random item spawning got out of synch for loaded saved-games vs playing right through. Release 7d has the fix, fully compatible with the release 7c add-on packs.
grab here: http://www.scoredoom.com
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Updated to 1.98 Release 7c.
can be grabbed here: http://www.scoredoom.com
Changes:
A bug fix for the scoring code, whereby the points for damage metted to monsters could be greater than the total health
of the monster (surprised I didnt catch this much earlier).
IMO, A vast improvement with the gameplay & gameplay difficulty when custom monsters are used from the sdmonsters addon-pack:
1. Player starting health and max health is now 200.
2. Monsters will regularly drop bonus health packs and armor when killed.
3. Some custom monsters behaviours are improved and tweaked (the Possessed Commander for instance)
4. A few more new monsters added.
5. Monster distributions are tweaked for more variety and for (hopefully) better gameplay
Probably my last update for the foreseeable future, due to time constraints and other interests on the horizon. I'm happy with leaving the mod in its current state, since its tweaked to how I like playing. I originally planned to rewrite some of the code so that much older computers wouldn't experience occasional slowdown, but that's probably not going to happen.
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Updated to 1.98 release 7b. This release is meant for players who use the SD custom monsters wad.
Before taking a hiatus, I decided to give support for custom Bosses for the standard Boss levels. Previously only the default Bosses with Doom & DoomII were allowed on these types of levels. The ScoreDoom 1.98r7bADDONPACK (sd-monsters1.7.wad) is required also.
Furthermore, this version also fully supports zdoom 'specialactions' lmp boss levels by not replacing 'Boss' type monsters, which the wad author has specially defined. Levels with 'behavior' (acs) lmps are also fully supported, since SD will not replace any monsters for these levels. ACS can utilize Thing IDs to reference entities, which SD custom monster replacements cannot fully support.
download from http://www.scoredoom.com
This will probably be my last release for quite some time. The next version will be a maintenance & code cleanup release to optimize the performance for players with slower computers. If your computer is old, its probably not worth playing with the add-on pack, regardless.
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1.98 release 7 is out. In terms of effort and functionality, it is a major release. Scoredoom now has support for Hexen and Zdoom Hub wads like Hell Factory as well as other minor fixes. The r7 add-on-pack has several new monsters.
download from http://www.scoredoom.com
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Hello,
Just finished work on the latest (possibly my last) version of ScoreDoom. I thought I'd start a new thread since it is IMO, a considerable improvement over the last version. I also finally sorted out a website & forum for the mod.
There is a fairly verbose intro here: http://www.scoredoom.com which describes in detail what the mod is all about. There is a download link at the top.
At its core, ScoreDoom adds an arcade style points system without changing the core gameplay of Doom. This also includes a single player hi score system. Though I think competitive co-op is where it is most fun, like Halo3's campaign meta-game mod. Another aspect of ScoreDoom is that it adds a bunch of new Doom-like monsters and powerups to the mix, as well as taking advantage of Enjay's rip of the Bloodbath announcer. Virtually all of the extra content is based on what others have done, and I've given credit as best I can.
This extra content can removed by deleting the 'skins' directory if you hate it and prefer vanilla Doom content.
Briefly, the new version adds objective based points scoring, more balance with custom monsters. 2 new power ups: the UAC Sentry Turret and the UAC Smart Bomb. The Points Bunny 'Daisy' is back. and a lot of other improvements and bug fixes too numerous to mention.
Multiplayer-wise its built off of zdoom/gzdoom's networking so only LAN/WAN/faster internet games are probably worthwhile. With the gameplay part meeting my expectations, it would be cool to get proper client server code working as well as an online hi-score submission service... in my dreams though atm :P
Last edited by BilboHicks on 01-30-09 at 04:26
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