[WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

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LanHikariDS
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by LanHikariDS »

Really nice, but it has some issues when played in Deathmatch. Sometimes the crosshair won't show up, you can't use health stims, or jump.

EDIT: Or Sprint.
Last edited by LanHikariDS on Sun Oct 04, 2015 11:46 am, edited 1 time in total.
Endless123
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by Endless123 »

LanHikariDS wrote:Really nice, but it has some issues when played in Deathmatch. Sometimes the crosshair won't show up, you can't use health stims, or jump.
I don't know if MagSigmaX had plans for a multiplayer feature of this mod. If yes he might have removed the use of the health stims and jump to balance the multiplayer part. We might never know since Mag is missing for a few months now and we may had to wait till he resurfaces to ask him about the future of this mod. You could send him a pm and hope he will answer you as soon as he'll log in on the forum. He is known to be away for long period of time so don't worry if he don't reply right away.

On a personal note i really hope he will resume his work on this mod because it's a really awesome mod and it would be a shame to abandon it. I made a few personal changes for my own use to the mod but it's nothing compare to what Mag could do.
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LanHikariDS
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by LanHikariDS »

It can't be by intention, because whenever I try use a stimpack in Deathmatch, ZDoom brings up an error in the console, rather than just ignoring it. As for jumping, maybe, but I wasn't just unable to boost jump, I wasn't able to jump at all.
Endless123
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by Endless123 »

I know it might sounds silly but have you enabled the jump option in the compatibility section in zdoom? I

tried the map on single player mode and everything worked fine. I could boost jump, use stims and i never lost my crosshairs so maybe there is a setting somewhere in zdoom or in your multiplayer map settings needing to be turned on to make the mod works properly in multiplayer, deathmatch and co-op modes.

I'm not a map maker so i don't really know if such options or settings could be turned on while making the map but i'm sure some ppl here could answer that question and if those options exist and you haven't turned them on that might be the problem.
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wildweasel
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by wildweasel »

It sounds like a lot of these are scripts that were not set up to work with more than one player.
Endless123
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by Endless123 »

wildweasel wrote:It sounds like a lot of these are scripts that were not set up to work with more than one player.
Yeah i think you are right because i just tried it in deathmatch with my gf and the bugs reported all shown up. I had no crosshair most of the time, the regenerative shield worked rarely, i couldn't jump and use stims. What's odd is the bugs only occured after my gf entered the map after me. Before she did everything looked fine but as soon as she entered the map the bugs show up. So clearly this mod can't be played in multiplayer games without having some bugs. It's still fairly playable thought and the bugs aren't preventing the players to kill eachothers so i for me it's only minor annoyances.
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LanHikariDS
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by LanHikariDS »

wildweasel wrote:It sounds like a lot of these are scripts that were not set up to work with more than one player.
Odd, I just hosted a game on my computer, but Coop, instead of Deathmatch, and from playing with myself, I've noticed that the issues changed. In coop, there was a chance for each player that they could jump, powerjump and sprint, but there was also chance your energy wouldn't recharge (ever.). HealthStims still don't work, though. Crosshairs are still doing their own thing, too.
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CyborgParrot
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by CyborgParrot »

Is This still being worked on?

I'd be pretty sad if this isn't being worked on anymore becasue this is one of my Favorite Gameplay Modifications for Doom
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Valherran
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by Valherran »

CyborgParrot wrote:Is This still being worked on?

I'd be pretty sad if this isn't being worked on anymore becasue this is one of my Favorite Gameplay Modifications for Doom
It's on hold til the author decides to come back and work on it again.
User160971235
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by User160971235 »

wildweasel wrote:It sounds like a lot of these are scripts that were not set up to work with more than one player.
Lol, considering his multiplayer-support promise, I wouldn't be surprised if this is the whole reason MagSigmaX isn't really too enthusiastic to come back to this mod. "Sayonara, bub. I ain't reworking all that code."
potatolord
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by potatolord »

how do i download this? :?: tell me how by sending a reply
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DoomKrakken
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by DoomKrakken »

If you look in the original post, there's some red text underneath one of the videos, which says, "CLICK HERE TO DOWNLOAD BETA 2 (v0.2a)".
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mutator
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by mutator »

can you play msx mod without the custom monsters in it?
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Captain J
 
 
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by Captain J »

Then someone needs to make addon out of it. And i don't think the original creator is active to this day to answer.
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mutator
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by mutator »

Captain J wrote:Then someone needs to make addon out of it. And i don't think the original creator is active to this day to answer.
yeah I call this mod abandoned... last year it was updated is 2013 and ever since its untouched so I call this dead mod sadly.. it would be lovely to see some progress but i assume creator of mod gave up with it
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