ScoreDoom Dayz Server Preview

Ok, any interest in this???

Please let me know in the forum thread:
http://www.scoredoom.com/forum/viewtopic.php?f=4&t=667,or email me at brentguard <@> gmail.com

Like Doom, a game that has held my time and attention consistently is Dayz Mod. Like Doom the mod’s client and server source files were released and a vibrant community sprouted up making cool add-ons to allow the community to add their own flavor to game. Scoredoom.com will be hosting a private Dayz Server where players can also cooperatively (or not!) compete. Joining is by permission only, email me at brentguard <@>gmail.com to obtain a password to the server. This is to keep out cheaters.

The server is based heavily on Vanilla Dayz. Dayz, especially Vanilla, is hardcore in that when you die you lose everything and start off at the coast again with just a bandage and painkillers. Combined with the ‘military -simulator’ mechanics of the underlying Arma 2 OA engine, you could call Dayz the closest thing to a life-like Walking Dead simulator..except the zombies run in Dayz. ScoreDoom Dayz seeks to keep the spirit of the original Dayz intact, whilst also upping the tempo slightly and adding hi score tables and a point system based on humanity & kills. With all the additional content there is also a STALKER: Shadow of Chernobyl feel to it, another one of my favorite games.

ScoreDoom Dayz is built on Dayz 1.7.6.1, DayZ: Namalsk v0.741 and uses rmod addon. It is set on Arma 2’s Chernarus map. ScoreDoom Dayz pits survivors (players) not just against AI zombies, but against AI bandits.. Survivors can choose to work together or not. ScoreDoom Dayz awards points based on zombies killed, bandits killed, humanity (helping other players) and most importantly the number of days survived. See features below.

Features (beyond standard Dayz 1.7.6.1):

– Map additions to create more atmosphere and back story, and to allow quicker access to loot.. but at a risk to players. These include anomalies that players can use. Are the anomalies connected to the breakout? (credits: PiXel, Poncho, hexxar, Mamu1234, Jeff, allavett)
– Players may obtain dogs. Dogs are powerful allies, but must be fed. Dogs can persist with players through a custom ‘dogtags’ inventory item. (credits: PiXel). [Additional coding by me to fix some serious bugs and added some features.]
– Bandits are a constant threat, and survivors can choose to take missions to clean up Chernarus for valuable loot if they have a map and/or radio. (credits: DZAI, DZMS, WAI) [additional coding by me to adjust bandit AI and other settings for gameplay balance]
–Play orientated towards survivors. To even the balance with AI, player survivors will ‘hear’ bandits in the area, both AI and player bandits.Humanity is a main factor in ScoreDoom scores.
– A few more vehicle spawns. Vehicles spawn undamaged, and a little more often including some new vehicles like the Armored Hummvee. This is to address balance with the bandit AI and mission system. Vehicles will still need to be fixed once they are damaged.
– Bloodsuckers: Deadly apparition like entities that can suck down your life force, are they connected to the outbreak? Bloodsuckers have been balanced in quantity to address gameplay. (credits: Dayz Namalsk)
–Blowouts: Every 3 hours or so there is an energetic blowout world wide where players need to get inside a building, or find protection. Are blowouts connected to the outbreak? (credits: Dayz Namalsk)
–Infected survivor camps with loot can be found throughout the wilderness along with the standard lootable wrecks, crashes and care packages (credits: jOoPs) [additional coding by me to fix client server issues]
– Crashing Helicopters & C130s will occasionally appear, and where they crash they can be looted. Survivors can expedient the crash if they have a firearm! (credits: Graf Zahl, Gorsy)
– Occasionally C130s will fly by dropping care packages. (credits: Graf Zahl, Gorsy)
– Additional weapons and items not in Dayz 1.7.6.1. Bear traps for instance can be set to incapacitate unsuspecting bandits, as well as zombies. Radios are used to help to receive communications and intercept bandits. APSI mask is used to protect against blowouts and not need to be in buildings and more. (credits: Dayz Namalsk)
–Self Bloodbag and Self Refuel at petrol stations
–At night road flares can be used like smoke grenades to distract zombies.
–Full moon nights. Some of the stronger bandit AI will have night vision goggles, so this can help players without night vision.
–ScoreDoom Dayz Hi Score Tables: Beyond regular Dayz Stats, ScoreDoom Dayz has its own points system, based on zombies killed, bandits killed, bloodsuckers killed, days survived and humanity (http://dayz.gamepedia.com/Mod:Humanity). 1 point for a zombie kill, 5 for a bloodsucker and 5 for a bandit. The score = (days/hours survived) *(total points for kills + humanity points)

Glitches:
Some of the glitches are due to the engine itself.

–AI Bots (Bandits) will sometimes come through building walls. This is only an issue on a very few of the custom placed buildings that exist near road sides. The military barracks at the check point near Kamenka this can happen for instance. AI can’t see or shoot through walls, but occasionally if the building is a custom placed building (not hardcoded into the map data), that is near a road side, and the bot is seeking you, Arma 2’s bot AI code can act flakey and instead of coming through the front door, they can come through a wall. Something to be aware of when playing. More information here: http://opendayz.net/threads/ai-goes-through-walls.18407/ (see bottom of thread)
–Dogs. The original code by PiXel required some workarounds to stop dogs breaking the server when the player changed their clothes. This workaround revolves logging out then back into the server, changing clothes, then whistling for the dog via the dogtags item added to their inventory. Getting the dog back after logging back in requires the dogtags item to be inventory, as well as piece of raw meat. Not perfect, but better than before. Ideally the dogs would be implemented like tents are.
–Dogs. The original code was alpha, and occasionally their movement and path finding inside buildings can be glitchy. So the dogs may require some extra whistling & attention to help them through building interiors.
–Typical Dayz Glitches: Zombies can sometimes reach through walls, they sometimes zig zag erratically due to their reliance on default Arma 2 engine path finding. The hatchet that make ricochet noises etc.. etc..

Installation (for installing Arma 2 OA & DayzMod for first time):

(First, most importantly make sure you email <> to request a server password and that you have received a password. We reserve the right to ban you outright for cheating/hacking, and you may not be able to access the server due to slots filled up.)
Grab Arma 2 & Arma 2 OA from steam (Arma 2 Complete Collection is probably best deal). Install them
Download Dayz Commander and install.
Dayz Commander should auto-detect where Arma 2 OA is, else you need to go to ‘settings and do it manually.
In Dayz Commander ‘Install/Update’ section, for ‘mods: Dayz’: select 1.7.6.1, for ‘mods: Dayz Namalsk’ select 0.741. Dayz Commander may say that they are out of date, that is ok! They may take some time to download.
Download rmod here: <>. Throw @rmod directory under your Arma 2 OA directory (see step 3). The same directory where you see @Dayz and @Dayz_Namalsk from step 4.
In Dayz Commander ‘settings’ set Additional Launch parameters value to be : -mod=@dayz;@rMod;@Dayz_Namalsk
Launch Arma 2 OA, and select Profile, and create a profile. Save it, then exit.
Go to Dayz Commander ‘favorites’ and add the IP: and port: 2302.
Double click on the server name to connect, and then add your password when prompted

Installation (for those who already have Arma 2 OA & DayZ Mod):
(First, most importantly, make sure you email <> to request a server password and that you have received a password. We reserve the right to ban you outright for cheating/hacking, and you may not be able to access the server due to slots filled up.)

Download Dayz Commander if you do not have it.
Download Scoredoom Dayz & Namalsk from here: <>. Copy @DayzSD17611 and @Dayz_NamalskSD0471 to your Arma 2 OA directory next to your regular @Dayz folder. Add the @rmod folder as well if you do not have it (this is rmod 2.1, the latest)

In Dayz Commander ‘settings’ set Additional Launch parameters value to be : -mod=@DayzSD17611;@rMod;@Dayz_NamalskSD0471
You will need to change this for other servers.
Go to Dayz Commander ‘favorites’ and add the IP: and port: 2302.
Double click on the server name to connect, and then add your password when prompted

Gameplay & Tips for survival:
ScoreDoom Dayz is a world dominated by zombies and murderous gangs of well armed bandits. You are a survivor, a hope for humanity. The world is BRUTAL, if you go into a town or city by yourself, with guns ablazing, you will die, either from a bandit’s firearm or a horde of zombies…or worse.

-Survivor Cooperation is the key.
Helping each other coordinate defense/attacks on bandits, or raiding missions in towns and cities for provisions is essential. Bandits loosely control cities, checkpoints and towns most of the time, and need to be cleared out before safely looting the area. Bandits are well armed and typically have 2-3 covering each other, which makes it difficult for one survivor to take on, unless very well equipped. Once a town or city is cleared out of bandits, you will have about 20 minutes to an hour before a new band of bandits try to reclaim the city. Points are awarded for helping other survivors, whereas points are deducted for killing other survivors

-Identifying Bandits.
Bandits always have a covered face, even player bandits. You will ‘hear’ when bandits are near. Fellow survivors may be near too, but they will will look different. If you kill a survivor, accidentally or otherwise, you will lose humanity and points. The exception are bandit leaders which will not have their face covered but are clearly identifiable from survivors.

-Bandit Infighting.
Different groups of bandits can attack each other. Wait until the carnage is over, and pick off the remaining bandits.

-PATIENCE.
Newly (re-)spawned, you will be at the coast again with just a bandage and pain killers. Avoid cities and towns and instead find barns in the countryside until you link up with fellow survivors, or gain a firearm. Barns can provide food, hatchets and firearms if you are fortunate. Hatchets are a powerful means of disposing of small groups of zombies.

-Live off the land.
If you can gain a hunting knife, a box of matches from a home or a supermarket and a hatchet, you can live off the land by hunting game and cooking it with harvested wood. Soda and water containers can be found in barns. Pools and drinking wells can be found throughout Chernarus. You can also feed your dog and have it help you hunt for game.

-Get a dog.
Dogs are extremely powerful allies that can take down zombies, and even bandits that are trying to attack you. Dogs need to be fed raw meat from game animals to tame, and regularly over time to stay with you. Dogs can make hunting game very easy. There are at least 8 locations, maybe more, around chernarus where you can find dogs.

- Loot your corpse, loot bandit corpses.
If you are killed, you will have about ½ hour to respawn and find the corpse of the previous survivor you played to loot it of the items it carries. Other survivors or bandits may have already looted it before you got there. Bandit corpses can be looted too which can provide a lot of equipment.

- Zombies get confused and slow down inside buildings, use this to your advantage.

-Explore the Countryside.
Instead of risking the attention of rampaging bandits in towns and cities where some of the best equipment is, you can find some of the best, in actuality, the best, provisions and equipment tucked away in the countryside, if you are diligent. Wrecks, helicopter crash sites, care packages and abandoned survivor camps dot the landscape and can provide the best equipment in the game..

-Keep your eye out for damaged helicopters & C130s flying around that can crash at anytime. You can even help them crash by shooting at them. These crash sites can provide the best equipment in the game.

-Occasionally a C130 will parachute-drop care packages, who are these benefactors?

-Bandits and fellow survivors have parked and hidden undamaged vehicles all over Chernarus. There are about 115 locations around Chernarus where these vehicles can spawn. Some vehicles provide armor and heavy firepower useful against powerful bandits.

-Driving around Chernarus can be dangerous, not just through towns and cities, but all around Chernarus. Bandits have been known to patrol with helicopters and even armored vehicles. Occasionally bandits will have anti-armor and anti-aircraft missile launchers. Make sure that you have a toolbox and vehicle parts (engines and wheels especially) spare on the vehicles to make repairs in case it gets shot up.

-Vehicles, especially large capacity vehicles like Urals are great places to store your provisions and equipment. Tents are also a great place for strorage.

-Once bands of survivors get powerful enough they can take on missions together to clean up Chernarus. The reward is great.

-Anti Armor and Anti-Aircraft launchers can be found on bandits.

–Blowouts.Take advantage of blowouts if you have an APSI mask. Bandits that do not have APSI masks will remained incapacitated for a short time as well receive damage.

ScoreDoom 7 Year Anniversary Bonus Pack Release

Wow, Scoredoom is now 7 years old. Time flies, and after finishing development of the mod a few years ago, the mod’s Bonus Pack has been updated a few times since then, to add more variety of enemies to the action, which this 7 year anniversary release culminates with. A russian modder has expressed interest in porting  ScoreDoom to Zandronum when Zandronum 2.0 comes out, and I will update here when development is underway. I will have no involvement in that development.

Scoredoom started out as a personal hobby to make my favorite game more fun, and re-playable. What started out as an arcade style scoring system with local hi score tables, evolved into online hi score tables and optional custom enemies and power-ups (artifacts) with the ScoreDoom Add-On Pack, along with a competitive cooperative multiplayer scoring mode. This content, along with the ScoreDoom announcer voice (The Bloodbath announcer from the epic game Blood), was derived from the many wad authors and content creators in the Doom community, some of which borrowed content from older games like Blood and Duke Nukem 3D etc… The impetus behind Scoredoom was to extend the fun of the original Doom, without changing it. So more time as been spent tweaking gameplay balance and enemy selection with the Add-on Pack and Bonus Packs to keep the feel more ‘Doom-like’, than actually developing the mod itself, due to the sheer amount of new enemies (nearly 400 now). You can change and tweak these custom enemy and barrel and artifact selections through the sdcustom…. .ini files to your hearts content.

You can grab the Jubilee release from: http://www.mediafire.com/download/1uczw8mvr4rzip8/gzscoredoom-3.0r4J2d%28BonusPack%29.rar

There are now 2 bat files included, one called gzscoredoom-bonuspack.bat to launch the ‘official’ playtested Add-on pack and Bonus pack enemies and powerups, and the second called gzscoredoom-combined.bat which basically loads pretty much everything in the add-on pack and bonus-packs.

gzscoredoom-bonuspack.bat is recommended. The selections in the sdcustomBonusPack.ini in this release have been heavily worked on to be even more ‘Doom-like’ without losing variety and keeping the gameplay challenging.

This release is the culmination of the last 2 recent releases,and thanks to BrickGolem for the tip, 8 new enemies have been added, and the Cyberdemon and Baron Of Hell ‘Boss Rush’ chains have been lengthened even more. A new barrel replacement is included as well, a Plasma Tech Barrel that can cause some extra mayhem. To play on the hi score server, you cannot use the Bonus Pack, but the Add-On Pack is fine.

The ‘F.A.Q.’ section, ‘Gameplay Concept’ sections and Forums on scoredoom.com have a ton of information and help on scoredoom and the nuances of the sdcustom…ini files and other configurations. But here are some extra tips:

  • Newer wads may not work with ScoreDoom, this is because they may contain a ‘MAPINFO’ lmp section that ScoreDoom’s older ZDoom based engine cant read. Easiest way to fix this, is grab SLumpEd from http://slumped.mancubus.net/, open up the wad and select the MAPINFO section and delete it, and save the wad.
  • In the sdcustom…ini files, setting sd_artifact_chance to a value lower than the default 7 (0 means no artifacts) is probably preferable for regular wads, but for harder wads like Hell Revealed, 7 is usually best.
  • sd_kill_artifact_chance is the chance that when a monster dies it will drop an artifact. default is 0, but can be used in conjunction with sd_artifact_chance which is the chance a monster drops an artifact when it spawns.
  • When playing the SpiderMastermind Boss Rush on map E3M8 ‘Dis’, once in a great while, the next spawning Flying Boss may ‘disappear’. It hasn’t, it will spawn at the location where the original boss appeared but up in the air above the ceiling, just fire a weapon to get it to ‘see’ you.
  • Try adding MadBarrel=1 to the ExplosiveBarrelReplacements section, and setting sd_rep_explosivebarrel_chance=100 in the sdcustom..ini files for some fun :-)
  • If you don’t care about local or online hi scores, setting sp_random_custom_monsters=true in the sdcustom…ini files will randomize custom enemy replacements per play, just like in multiplayer competitive cooperative.
  • Yes, gzscoredoom (as well as ScoreDoomST) can be played multiplayer competitive cooperative, which it is also designed for and is recommended over a LAN or fast internet for 2 to 4 players. Make sure that all players are loading the same sdcustom…. ini file.

For a host player at 192.168.1.67 to play a 2 player game to start on map 3 of Deus Vult, the command line would be something like:

gzscoredoom.exe -iwad doom2.wad -file sdgldefs.pk3 dv.wad -host 2 -warp 3 -skill 4 -netmode 1 +dmflags 1048576 -sdmconfig sdcustombonuspack.ini

For the joining player(s), the command line would be like:

gzscoredoom.exe -iwad doom2.wad -file sdgldefs.pk3 dv.wad -join 192.168.1.67 -warp 3 -skill 4 -netmode 1 +dmflags 1048576 -sdmconfig sdcustombonuspack.ini

Note that its assumed that the add on pack and bonus packs are in the skins directory. The sdgldefs.pk3 wad is required to fully use opengl lighting within the game, and cannot be loaded from the skins directory.

Anyways, thanks to everyone for posting hi scores on the Hi Score Server for me to try and beat (The Green Herring I hate you! ;-P) as well as all the feedback over the last 7 years. Cheers & Adios!

 

Another Bonus Pack Update.

Thanks to a forum member for pointing out some cool custom enemies that come from the creative mod developers in the modern doom community like Sergeant Mark IV and his Brutal Doom, and Eriance with his Demon Eclipse mod. Both amazing examples of what can be done with modern source ports like ZDoom & Zandronum. This sort of gave me a second wind to make another update.

If you havent checked out these mods, I highly recommend them.

This update has a real cool new boss, it is a Cyberdemon replacement called Juggernaut from Brutal Doom. It will show up in the Cyberdemon Boss Rush chain as well.

Juggernaut

If the Juggernaut is not shredding you with it’s dual heavy chainguns, or its rocket delivery system, it will flatten you with it’s tank tracks, so dont get too close. Its amazing to see the tricks that people can use in the AI modding available in Zdoom engine to pull off cool behaviour, and this enemy is no exception.

There is the Corpulent, AracKnight, and Guardian from Demon Eclipse, as well as an awesome sprite update to the Inferno from that mod. Eriance’s spriting talent with these enemies is amazing. Like with the Juggernaut some changes were made to balance the new enemies with the rest in the pack, The Corpulent fires rockets now.

Finally there is the Zombie Missile Tank from Realm667 which I missed in my last update, as well as a fix for the PyroImp’s tacky death animation  which looked like crap. Also remove the ‘Bad’ flying skulls with wings, they also looked stiff and crappy.

This is for regular ScoreDoom only, not ScoreDoomST

 

Download: http://www.mediafire.com/download/4db59d4z9x9tc5k/gzscoredoom-3.0r4J2c%28BonusPack%29.rar

Bonus Pack updated, and the (possible) future of ScoreDoom

So, I decided to add some new monsters to the Bonus Pack. The new version is ’2bb’, I wanted to call it v2b but the old version was already called that :P . This is only for regular Scoredoom (gzscoredoom), not ScoreDoomST.

Anyways, thanks to Realm667 and a little free time:  Minigunner, Former Ranger, Shadow Trooper, Baby Cacodemon, Former Scientists Pack 2, Hazmat Zombie, Phantasm, Exterminator ,Blood Skull, Rifle Commando, Weakener & Slaughterous have been added to the bonus pack. Actually, due to the age of the current scoredoom build a few of the monsters needed compatibility tweaking, as well as other tweakening to fit into Scoredoom. In some cases, unfortunately, this requires a more simplified AI, due to newer features not supported by the older engine (Over 5 years old now).

The good news is Scoredoom & ScoreDoomST is in the process of being ported over to the latest versions of gzdoom and zandoranum by a russian developer. There is no ETA, since they are waiting on Zandoranum 2.0 to come out first. I will not be involved in any development or support for that release.

Back to this release, the other change when using this new bonus pack is that the  Repulse sphere will not cause the screen to go gold. It now dims the screen a little like with the half damage and quarter damage powerups. Felt the gold screen was a bit OTT for this powerup :-)

You can grab it from the download page at scoredoom.com.

 

TIP FOR PLAYING WITH ALL CUSTOM CONTENT FROM ADD-ON PACK & BONUS PACK:

Check out the SD-BONUSPACK-README.txt in the archive first.

You will notice that there are multiple  ’ini’ files that you can use to configure custom content with scoredoom. The readme above goes into it on how to set everything up. Some of the add-on pack content had been deprecated, and the use of sdcustomBonusPack.ini is recommended, but if you want to see virtually every custom monster and powerup available in Scoredoom, you can create you own ini file:

1. For each entry from sdcustomCombined.ini from ArtiReplacements section and down, copy the lines from that section and into the equivalent section in sdcustomBonusPack.ini.

2. Check for any duplicates (this doesnt really matter, but you can remove duplicates if you want, as duplicates only merely double the chance of a monster or powerup occurring). If you are using Bonus Pack, use ShieldSphereBP instead of ShieldSphere, if you dont like the Gold screen color when Repulse is activated.

3. Save the ini to a new file name. You can use ‘sdcustom.ini’ for scoredoom to load it w.o. needing a bat file.

Bonus Pack Updated and Info for Running ScoreDoomST Servers

gzscoredom and scoredoomst bonus packs have been updated to include several new monsters, thanks to the contributors at Realm667 and others! A couple showcased below:

Volacubi, mancubi who can fly

Arachnorb Queen, bossy new boss

The bonus pack is not compatible with the gzscoredoom hi score server. Usage:

'gzscoredoom -file sdgldefs.pk3 -sdmconfig sdcustomBonusPack.ini'

Or rename sdcustomBonusPack.ini to sdcustom.ini to load bonus pack content by default.

For including on scoredoomST server, please check out ‘SDST-BONUSPACK-README.txt’ in the archive for instructions.

On the topic of ScoreDoomST servers, after much playing myself, I have seen that the current  Skulltag 0.97c2 codebase that ScoreDoomST is built on just does not cut it when playing with the add-on pack & bonus pack with wads like Hell Revealed 2.

Once the monster count gets high (like MAP07 of HR2), the server gets noticeably unstable with all the add-on pack content, and you can expect frequent crashes. Not sure what is causing it, or if running on better hardware helps (doubtful), but its safe to assume, that when playing wads with high monster counts, you should either not play with the packs, or play with a stripped down enemy selection.

‘Regular’ wads and levels with ‘standard’ mnonster counts(like Doom 2) should be much more stable with the packs.

A solution would be to upgrade to the code base to use Zandronum, but this will not happen. Another solution if you want to play co-op with a friend on LAN or both on fast internet, is to use gzscoredoom. That should be fine as long as both players have fast network and can coordinate the connection steps.

So if you want to play slaughtermaps with scoredoomst with add-on/bonus-pack content, just edit the custom monster config for the server and only include the enemies you really like , and see if that helps stability.

ScoreDoomST Double Impact Weekend 1/26/13-1/27/13

2 ScoreDoomST servers are up and running

Click on image to download

Double Impact is a modern take on Doom’s ‘Knee Deep in the Dead’. It is much more difficult and has a high monster count. It is a modern classic.

You will also need the Ultimate Doom IWAD and the latest version of ScoreDoomST from  http://scoredoom.com/download.html#top

For more information on how to use ScoreDoomST, it’s launcher IDESD, and how to reset scores in-game, please check out the ScoreDoomST FAQ

If you have headphones and mic, we are using TeamSpeak 3.  Please join us at 46.4.60.118 in the ‘The AFKave’-> ‘Doom/ScoreDoom’ subgroup. Thanks to The War Renegades Clan.

Servers are running all over the weekend, but we will try and meet for the following time. If you cannot join on port 10666, try port 10667

Date: Sunday, January 27th, 2013
Session: 10:00PM GMT (4:00PM EST)
WAD: dbimpact.wad
Maps: 9 (e1m1-e1m9)
Mode: ScoreDoom Co-Op
Pointlimit: First to 100,000 points wins.
Server: 99.67.229.204, port 10667 for regular monsters, port 10666 for custom Add-On Pack monsters and powerups.
Players: 8 per server

 

ScoreDoomST Major Patch (updated to ScoreDoomST97c2R5g)

ScoreDoomST has received a patch to fix a major glitch with the chain bonus code.
Subsequently ScoreDoomST97c2R5g is not network compatible with earlier versions of ScoreDoomST.
Grab from the download page.

ProTip: Restarting Games (Resetting Scores)

To restart a scoredoom game and set the points to 0, (say when new players join), a player must call a MAP vote (via Multiplayer->Call Vote menu) to restart the map or load a new map, Or a player with admin access can (re-)start the map themselves.

More Updates, Memorial.wad support and even better Boss Rush

Memorial.wad, all Doom 2 maps combined into 1 level

Scoredoom and ScoreDoomST have both been updated, along with their bonus packs. Grab from http://scoredoom.com/download.html#top

By default all scoring notifications and messages appear centered in the HUD, opposed to being on the left. This suits the mod much better.

For gzscoredoom, memorial.wad is now properly supported with a new compatibility flag you can turn on (via options-> compatibility flags menu) which fixes the hitscan bug for that wad. So go ahead and set a hi score for that bad boy. Grab it from: http://prboom-plus.sourceforge.net/memorial.zip

Boss Rush for gzscoredoom and scoredoomst have been improved some more. More enemies, and Boss Rush for scoredoomst has been optimized to make the server more stable for clients to join during Boss Rush. For ScoreDoomST the bonus pack is now called SD-BONUSPACKV2.WAD

Finally the Hi Score Server supports the latest Community Chest 4 version that came out.

 

 

ScoreDoom and ScoreDoomST Bonus Packs & Other News

New Bad Ass Bosses, like the Supremator

New Bad Ass Bosses, like the Supremotaur

ScoreDoom & ScoreDoomST both have been updated with a Bonus Pack.

  • The pack contains 30 new enemies, and a second Boss Rush for Spider Masterminds,
  •  Makes the original Boss Rushes more challenging, and has various other fixes for the Add-On Pack, like removing the HellSmith & Thamuz cheap area-quake attacks.
  • gzscoredoom.exe & scoredoomst.exe both have a new dmflag variable called ‘No Altfire’ which disables alt-fire modes added by ScoreDoom
  • This gzscoredoom.exe is NOT compatible with the hi score server, The Bonus Pack is meant for your own personal games or co-op games.
  • gzscoredoom version has 2 other ‘sdcustom.ini’ files. One containing the bonus pack additions (sdcustomBonusPack.ini), and another containing everything, the bonus pack additions AND everything from version 2.x removed in version 3.x (sdcustomCombined.ini)
  • Grab from http://scoredoom.com/download.html#top
  • See SD-BONUSPACK-README.txt and SDST-BONUSPACK-README.txt for more information and usage instructions.
  • There are 2 ScoreDoomST servers running at 99.67.229.204. One on port 10666 running Ultimate Doom with the latest bonus pack content and primarily Boss Rush levels. Another on port 10667 running standard Doom2 content, but the first to 100,000 points wins. So fire up IdeSD and join in. Contact me at gkrantz <at> gmail <dot> com if you have any problems playing or connecting.

Finally I plan to get the latest version of Community Chest 4 onto the hi score server and also add some other wads over the holidays.

 

Pistol Start Mode Patch

ScoreDoom3.0R4Hc README
***********************
Pistol Start mode patch
Thanks to GreenHerring for finding a quirk in Pistol Start mode where the real health of the player didnt seem to get reset to starting health at the beginning of the next map, though the health status bar seemed to indicate that it was. So this patch was added to ensure that the health was definitely reset in pistol start mode.

Grab from the ‘Download’ Page on scoredoom.com

Source Code change in g_game.cpp, under line 1192 added:
if (do_sd_piststart)
p->mo->health = p->mo->GetDefault()->health;