[WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Sangelothi
- Posts: 351
- Joined: Mon Sep 07, 2009 12:32 am
Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!
Don't you already jump higher??? I found myself jumping on 64x64 boxes and I don't recall that being possible originally
- Fort of Hard Knox
- Posts: 197
- Joined: Fri Aug 26, 2011 3:50 pm
- Location: Texas
Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!
I'm going to assume that, because the description says its for GZDoom, all of the pink crap all over everything is a type of fog rendering problem because ZDoom doesn't understand it.
If that made any bit of sense...
If that made any bit of sense...
- Project Shadowcat
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Blacksburg, SC USA
- Contact:
Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!
It's rendering properly for me in ZDoom.
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!
You seem to be able to "store" power-up punches through the transition of levels: when you charge it up to its fullest, exits the level with it still stored up, the second you try to charge up the fist again, the fully powered-up fist comes forth, and you can use it without losing any energy or draining your shields.
However, if you switch to another weapon, the power-up goes away, and if you just do a alt-fist attack and not charging, you lose it.
Also, it works while using the resurrect cheat, too.
Also, if you use the resurrect cheat, and you don't have any energy left while you died, it won't recharge until you get a Ultra Sphere.
However, if you switch to another weapon, the power-up goes away, and if you just do a alt-fist attack and not charging, you lose it.
Also, it works while using the resurrect cheat, too.
Also, if you use the resurrect cheat, and you don't have any energy left while you died, it won't recharge until you get a Ultra Sphere.
- Project Shadowcat
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Preferred Pronouns: They/Them
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- Graphics Processor: nVidia with Vulkan support
- Location: Blacksburg, SC USA
- Contact:
Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!
Don't expect things to work when you start making use of the resurrect cheat.
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!
Heh, I know of that. Though I do believe it's a bug that you're able to store powered-up fists through levels, right?
- TheMistress
- Posts: 304
- Joined: Mon Jan 04, 2010 12:18 pm
Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!
Not if you like to start off without energy because you lost it for exiting with a Charged fist.Doomhuntress wrote:Heh, I know of that. Though I do believe it's a bug that you're able to store powered-up fists through levels, right?
Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!
Just finished playing. Great mod! But, will this be available for skulltag?
Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!
Guess not, it would be pretty cool though, this mod just fits multiplayer gameplay very well.
Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!
Nah, think of it the other way -- Skulltag will eventually support MSX. Some day... 
On that note, ZDoom co-op nearly works. I noted a few issues in my main feedback post thing, but it's playable.
On that note, ZDoom co-op nearly works. I noted a few issues in my main feedback post thing, but it's playable.
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!
The energy re-charges on the next level as normal, and you can still use the powered-up fist given that you did what I said; otherwise, you lose it.TheMistress wrote:Not if you like to start off without energy because you lost it for exiting with a Charged fist.Doomhuntress wrote:Heh, I know of that. Though I do believe it's a bug that you're able to store powered-up fists through levels, right?
Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!
I hope so.Xaser wrote:Nah, think of it the other way -- Skulltag will eventually support MSX. Some day...
Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!
Me and TheMistress have been killing ourselves to play this online, however, whenever we enter the game(using DoomConnector) the wad just isn't loaded.Xaser wrote:Nah, think of it the other way -- Skulltag will eventually support MSX. Some day...
On that note, ZDoom co-op nearly works. I noted a few issues in my main feedback post thing, but it's playable.
- TheMistress
- Posts: 304
- Joined: Mon Jan 04, 2010 12:18 pm
Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!
Yeah..Or it says theres 0 Nodes or something..bleant wrote:Me and TheMistress have been killing ourselves to play this online, however, whenever we enter the game(using DoomConnector) the wad just isn't loaded.Xaser wrote:Nah, think of it the other way -- Skulltag will eventually support MSX. Some day...
On that note, ZDoom co-op nearly works. I noted a few issues in my main feedback post thing, but it's playable.
- Salad Viking
- Posts: 752
- Joined: Tue Apr 20, 2010 8:58 pm
- Location: In high orbit
Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!
Wow! This is just as badass as I had hoped. A suggestion - make the ammo pool counter turn red when you have no more ammo on reserve. Otherwise, you have to look over if you want to check whether you have ammo left.

