Saturday, December 10, 2011

Again With The "Final Version"?

While taking a break from recently-released games that require insta-patches before they can even be played, I discovered a few little things that I needed to fix in my infamous Doom Upgrade randomizer mod (you remember, the one that turns everything into an "unplayable mess"). The first thing that was nagging at me was that many of my PSX sound effects were not working properly, most noticeably the sound that I intended to have play when the player attempts to open a locked door without the proper key. While fixing that issue I finally noticed after countless hours of playing with the mod that one of the custom imps wasn't behaving properly, to the point that he was somehow committing suicide with his own attacks. So while I had the hood up I remedied that issue as well. Since I was editing the DECORATE scripts I also decided that I needed to finally change the spawn frequency of the Cheshire Cacodemon because he was appearing far too often considering how much more difficult he is in comparison to the other Cacodemon replacements. Then, while pondering other possible changes while I was at work this evening, I decided to add just one or two new monsters, including a rocket-launching Arachnotron of my own original creation (despite the assertions of my critics that I'm incapable of coming up with anything original on my own). Finally, just for fun, I added the nice warping effect (a la Quake) to all the liquid floor textures. Now I think the mod is ready for it's umpteenth "final release" (perhaps I should follow the examples of Bethesda Softworks and call this file update version 1.95673482195300347285). I'm updating the link on the blog downloads page, but whether or not I share the update on the Archives will likely depend upon my mood in the days to come.

Oh, and one special note to those of you (or perhaps just the one of you) who actually downloaded and played previous versions of the mod: I've removed, added and renamed a thing or two, so saved games made with previous versions might not work with this one. If you're in the middle of a set of maps that you were playing with a previous version and you don't feel like starting over, you might want to wait before overwriting your old file with this one. If you find any bugs, please let me know and I'll be sure to fix them in version 1.96673482195300347285.

That's pretty much all I have from the land of Doom delusions for today. Until next time, happy Dooming!

3 comments:

  1. Yay! I actually got to read this post before it disappeared! Lol!

    Ok, now that I have that out of my system, thanks for the newly tweaked Randomizer Herculine. When I last left Doom, I had completed the set of maps I was playing through, so using this version will be on a new play through, thus avoiding any incompatibilities, but thank you for the warning none the less.

    I most likely will not actually notice the changes you made with this version, but you never know. Stranger things have happened.

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  2. @Druuler:

    Probably the most noticeable changes will be some of the sound effects, the liquid floors and the renaming of the two rocket launchers (they were based upon the "HellStorm Cannon" and the "Double Grenade Launcher" and I had originally neglected to change the names). Actually, the weapon names aren't so noticeable unless you have the "display nametags" option turned on in the HUD options menu (an issue which I wasn't even aware of until recently because I never used the option). But I thought there might be someone out there who plays with those nametag displays turned on (and I'm a bit of a perfectionist) so I made the changes anyway. Other than that, you might get hit with an extra rocket or two occasionally, but I've done my best to balance things so that they're not unfair.

    As for the disappearing posts, the previously-deleted post was pretty much the same as this one except that (as is my established modus operandi) I had posted it and had uploaded the mod then suddenly realized that I wasn't finished making changes to the mod. So you didn't miss anything there, except me being my usual over-zealous self.

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