Thread:Deathstalker666/@comment-1496755-20180827202615/@comment-3547390-20191107204844



That definitely would be problematic, all things considered, especially when you come and go yourself.

Precisely, it is very important for communicating what you are doing. In fact, it might be useful later to make opponents that can only be damaged by a certain type, everything else would just be a projectile that would disappear.

That glitch is very common if you cause it to be blown up by a radioactive container. Fiends and Spawns can become invulnerable that way.

Hey, that is the name he refers to himself as. Perhaps it is due to Brutal Doom, perhaps it is just because of his preference for various random mods. He is the one adding 1997 content here, so perhaps they have companions and thus his focus? But yes, such a direction is against the focus of this modification. OP enemies that can 1 shot you is good, things actually helping you not die is bad. We here at QuakeWikia fully support the painful nature of the hardest Quake modification to ever be made.

As said, I think the best way I will do this is just to mix it in with all the other random opponents. A minor caveat is that there is no individual randomness, everything has an equal chance to spawn, and multiple boss-like encounters are more than likely based on how many enemies you encounter per level. Perhaps I could do a randomizer inside a randomizer, so that if a Fiend spawns you may rarely get a chance for it to be a Blazing Fiend. Probably better than having 4-5 in a level on a pretty frequent basis, especially since each one is a nightmare in itself. Can be pretty good at gibbing other opponents, granted you don't get pulverized in the attack yourself. The Blazing Fiend's only weakness is that it is entirely uncontrolled and jumps very far. Will see what I can come up with.

Yes, the compiler is very frustrating when you realize it isn't infinite in its capabilities. I think I dreamed big, finally got the dream realized, and now just realized that there is no such thing as infinite capabilities. It is good I haven't been filling the server with pointlessness like companions. We definitely will need to gauge everything and see if it is good to have in the server.

So, as for rarity, I have managed to get the Blazing Fiend to spawn at a decreased rarity. Basically the server determines if it is spawning a Fiend, then has a 1/10 chance of spawning a Blazing Fiend. A similar method is being done with the Hell Scrag.

So, it turns out those "varied versions" were actually for the level editors. The compiler used for mods hasn't really changed at all. In fact, the only version outside of the original DOS is a WIN32 version. This can make it a bit easier to compile and in fact doesn't have as many errors, but the problem is that the game itself still is unable to handle something that goes past 554KB. Trying to load a level with this just causes an error to be displayed that is related to a wholly different thing but is one of the last things to be compiled. Needless to say, not a solution. It doesn't help that the most demanding code, due to having the most lines, would be adding an additional entity. So, yeah, we hit a wall.