GZDoom and D64 ...
I think I'm gonna faint!
Footman wrote:... severely outdated... ... aren't supported by older versions...
Footman wrote:Chris Neilson wrote:I get error:
http://img402.imageshack.us/img402/6634/gzdoom64.png
I use Gzdoom when loading goto error. on decorate actor are missing or not found.
help plz
D64STMons.pk3 is for use with Skulltag only. Not GZDoom.
PlayerLin wrote:Also, his GZDoom is TOO OLD.
It's 1.0.24 on 2.5 years ago... current official version is 1.4.3.
I don't think this mod works without any problems on the old GZDoom.
BTW, D64STMons.PK3 & 64testST.wad shouldn't load when running with GZDoom, they're ST only.
EDIT : Try run this mod with ST 98a and the latest 98b branch SVN(r2645), both works fine. (Except some warnings messages on r2645.)
Davidos wrote:This might be a stupid question but, are those levels from the original D64 version? Can't remember any of them...
Does the unmaker actually work the way it did on D64? I didn't get a chance to use it.
Xaser wrote: (and even then I don't think they'd be able to take pitch into account... would they?).
Davidos wrote:I don't suppose you couldn't just use rails to mimic the effect on later levels...
Kind of hack up the auto-aim effect to make it focus on single enemies...
I only remember it shooting three lasers sometimes after having used it alot or whatever, it's been ages since I touched my Nintendo 64.
Don't suppose ya could mimic this effect with red transparent laser sprites with a wide variety of angles XD
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