Pirate Doom! - House of Mojo 06/05/14

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wildweasel
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Re: Pirate Doom! - House of Mojo 06/05/14

Post by wildweasel »

Are you guys all running the most up-to-date drivers for your respective video hardware? For that matter, what hardware is everybody running?
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MetroidJunkie
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Re: Pirate Doom! - House of Mojo 06/05/14

Post by MetroidJunkie »

Works fine for me, GPU is AMD 5670 512MB. Lags like crazy on the Android GZDoom but that's probably to be expected since it's GZDoom running on a mobile system.
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Batandy
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Re: Pirate Doom! - House of Mojo 06/05/14

Post by Batandy »

wildweasel wrote:Are you guys all running the most up-to-date drivers for your respective video hardware? For that matter, what hardware is everybody running?
I do have the latest drivers
Spoiler:
this is the golden souls issue that could be related to pirate doom's
I'll have to check later if i did something weird with 3d floors, but i'm pretty sure that when i first released the map it didn't have this bug at all until a certain gzdoom version
-doomdude-
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Re: Pirate Doom! - House of Mojo 06/05/14

Post by -doomdude- »

Pirate knight concept art.
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pirate doom boss.jpg
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Arch
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Re: Pirate Doom! - House of Mojo 06/05/14

Post by Arch »

Awesome, I like them all, my favorite is the third one. Only the resolution is a bit high. If you make all rotations and animations for one of these, I might make pirate doom 2 just for that hah
Gideon020
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Re: Pirate Doom! - House of Mojo 06/05/14

Post by Gideon020 »

Apologies for the necro, but I've been having trouble with my copy that I downloaded off /idgames. It keeps coming up with [Script error, "Pirates!.wad:DECORATE" line 4672:
class 'dashsound' is not compatible with 'Inventory']

I'm using the latest GZDoom dev build. Anyone know where I can go to fix this error?
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JimpArgon
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Re: Pirate Doom! - House of Mojo 06/05/14

Post by JimpArgon »

Gideon020 wrote:Apologies for the necro, but I've been having trouble with my copy that I downloaded off /idgames. It keeps coming up with [Script error, "Pirates!.wad:DECORATE" line 4672:
class 'dashsound' is not compatible with 'Inventory']

I'm using the latest GZDoom dev build. Anyone know where I can go to fix this error?
Im assuming that you are getting these errors trying to launch it? Have you tried using regular GZdoom? You know.... Not the developer version? I know I just did, and I didn't have any issues.
Gideon020
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Re: Pirate Doom! - House of Mojo 06/05/14

Post by Gideon020 »

Sure, I'll give that a try. Thanks.
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Ed the Bat
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Re: Pirate Doom! - House of Mojo 06/05/14

Post by Ed the Bat »

As a hotfix, you can simply delete line 4672:

Code: Select all

SWOR A 0 A_TakeInventory("dashsound",1)
...from the DECORATE lump, and it should run.
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SiFi270
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Re: Pirate Doom! - House of Mojo 06/05/14

Post by SiFi270 »

Is this to do with how in current (not dev build) versions of GZDoom, certain sounds in this like picking up an armor bonus/ammo and firing the gatling gun are completely silent? Because I was meaning to ask about that for a while but wasn't so sure about bumping this just for that.
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Ed the Bat
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Re: Pirate Doom! - House of Mojo 06/05/14

Post by Ed the Bat »

This issue is because dev builds now disallow performing inventory-based functions (such as A_TakeInventory) on actors that are not a child class of Inventory. Previously, this didn't create errors, which is why the official build will still run Pirate Doom.
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the95mexican
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Re: Pirate Doom! - House of Mojo 06/05/14

Post by the95mexican »

damn son!!! this mod need a new skin change you like this??
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piratas.png
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NightFright
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Re: Pirate Doom! - House of Mojo 06/05/14

Post by NightFright »

Here is a slightly updated version of Pirate Doom which works again with recent GZDoom builds:

Pirate Doom with DECORATE update (PK7, 23 MB)

Changes:
[DECORATE] Commented out A_TakeInventory line to avoid startup error
[DECORATE] Renamed actor map to map1 to avoid conflict/warning
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SiFi270
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Re: Pirate Doom! - House of Mojo 06/05/14

Post by SiFi270 »

SiFi270 wrote:Is this to do with how in current (not dev build) versions of GZDoom, certain sounds in this like picking up an armor bonus/ammo and firing the gatling gun are completely silent? Because I was meaning to ask about that for a while but wasn't so sure about bumping this just for that.
I'm afraid I'm still having this problem.
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Zaratul
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Re: Pirate Doom! - House of Mojo 06/05/14

Post by Zaratul »

Played this with GZdoom 3.4.1 version and TC run flawlessly.If someone dont play or attempt to play again i highly reccoment this TC.Its so much greatness!
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