[Project] KDiZD - Enhanced Arsenal

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chronoteeth
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Post by chronoteeth »

Well I didn't do it command line. :/
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Snarboo
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Post by Snarboo »

That's your problem right there. :) Try using the run command in Windows to start G/ZDoom and use the parameters -file kdizd.pk3 kdzde-sn.wad or however you have your directory setup.
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Matt
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Post by Matt »

...I like this weapon mod. ^__________________^
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Orna Fulsamee
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Post by Orna Fulsamee »

Script error,"DECORATE" line 84:
SC_GetNumber: Bad numeric constant "Berzerk".

This is what I saw in my face when I tried to boot this up in zdoom WITH KDIZD
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Snarboo
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Post by Snarboo »

You either need GZDoom, or a beta version of ZDoom, as I used custom states in this mod.
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Tormentor667
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Post by Tormentor667 »

Nice work, really :)
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Orna Fulsamee
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Post by Orna Fulsamee »

I got it to work with gzdoom.

Great job!
Rone Kyakone
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Post by Rone Kyakone »

I get the same error. Where can I find the right version of ZDoom?
Bouncy wrote:The shotgun was in Doom 1. the Super Shotgun wasn't in Doom 1. ID specified that in order for KDIZD to remain legal it has to work in doom 1 only and that resources from doom 2 couldn't be used (basically). so they had made their own for KDIZD.

:/ while true that they wouldn't care this would still raise a concern IMO.
This is being released separately from KDiZD, so I don't think that applies here. Not to mention that not even the KDiZD team adhered 100% to what id told them. There are resourced from Doom II, the alpha Dooms, Strife, and (possibly) Dark Forces included in the final WAD.
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Snarboo
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Post by Snarboo »

Try the latest ZDoom SVN build.
NiGHTMARE
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Post by NiGHTMARE »

Rone Kyakone wrote:Not to mention that not even the KDiZD team adhered 100% to what id told them. There are resourced from Doom II, the alpha Dooms, Strife, and (possibly) Dark Forces included in the final WAD.
I know about the alpha resources, but I don't recall seeing anything from the games you mentioned in it. There are sounds from various other games (but AFAIK not from any of those you mentioned), but only because we could neither find nor create any suitable alternatives.

Some of the textures do look extremely similar to certain Doom 2 textures, but they aren't actually based on them.
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Risen
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Post by Risen »

Snarboo wrote:I'm half tempted to implement the fake Laser gun you get in...E1M7, I think, as a new weapon for the next release. That should be fun.
If you want to duplicate the original behavior, you'll have to do some DEHACKED work. I don't have it converted. But the graphics and sounds could be used directly from the pre-release:

http://www.3ddownloads.com/showfile.php3?file_id=7670
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darmuss
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Post by darmuss »

sadly the addon doesn't work in skulltag.
Skulltag complains about line 84 "SC_getnumber bad numeric constant bezerk"

but I like this.
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wildweasel
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Post by wildweasel »

sadly the addon doesn't work in skulltag.
Skulltag complains about line 84 "SC_getnumber bad numeric constant bezerk"

but I like this.
Snarboo wrote:Try the latest ZDoom SVN build.
PhAyzoN
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Post by PhAyzoN »

Decorate error line 84 when I load

zdoom.exe -file kdizd.pk3 kdzde-sn.wad, right? And yes, Ult. Doom IWAD

EDIT: SVN fixed it
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DBThanatos
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Re: [Project] KDiZD - Enhanced Arsenal

Post by DBThanatos »

Ok, sorry for the bump, but a recent thread made me remember this little thing :P

I made a modification of this mod (heh), and i thought that would be kind of useless to make a new thread for the mod of a mod, so im going to post it here.
If Snarboo thinks is innapropiate*, i will remove the link.
Spoiler: Main Additions
Those are small changes, but I made them some time ago because I like this weapon pack, but I felt it needed a little more, well, effects :P
Who knows, maybe Snarboo will like some of the changes and add them ():)

kdzde-sn_MOD

* ... or somebody of the D3WepMod dislikes me using a little bit of their material
Last edited by DBThanatos on Mon Sep 22, 2008 2:39 am, edited 1 time in total.
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