[WIP] Project MSX [Gameplay Mod] Beta 1 release!

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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Sangelothi » Thu Sep 08, 2011 5:37 pm

Don't you already jump higher??? I found myself jumping on 64x64 boxes and I don't recall that being possible originally
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Slydir » Thu Sep 08, 2011 5:59 pm

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...
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Project Dark Fox » Thu Sep 08, 2011 10:26 pm

It's rendering properly for me in ZDoom.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Princess Viscra Maelstrom » Fri Sep 09, 2011 10:25 am

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.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Project Dark Fox » Fri Sep 09, 2011 12:55 pm

Don't expect things to work when you start making use of the resurrect cheat.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Princess Viscra Maelstrom » Fri Sep 09, 2011 1:11 pm

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?
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby TheMistress » Fri Sep 09, 2011 1:17 pm

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?

Not if you like to start off without energy because you lost it for exiting with a Charged fist.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Zombieguy » Fri Sep 09, 2011 7:23 pm

Just finished playing. Great mod! But, will this be available for skulltag?
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby bleant » Fri Sep 09, 2011 8:05 pm

Guess not, it would be pretty cool though, this mod just fits multiplayer gameplay very well.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Xaser » Fri Sep 09, 2011 10:38 pm

Nah, think of it the other way -- Skulltag will eventually support MSX. Some day... :P

On that note, ZDoom co-op nearly works. I noted a few issues in my main feedback post thing, but it's playable.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Princess Viscra Maelstrom » Sat Sep 10, 2011 5:54 am

TheMistress wrote:
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?

Not if you like to start off without energy because you lost it for exiting with a Charged fist.

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.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Zombieguy » Sat Sep 10, 2011 6:17 am

Xaser wrote:Nah, think of it the other way -- Skulltag will eventually support MSX. Some day... :P

I hope so.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby bleant » Sat Sep 10, 2011 9:03 am

Xaser wrote:Nah, think of it the other way -- Skulltag will eventually support MSX. Some day... :P

On that note, ZDoom co-op nearly works. I noted a few issues in my main feedback post thing, but it's playable.


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.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby TheMistress » Sat Sep 10, 2011 1:23 pm

bleant wrote:
Xaser wrote:Nah, think of it the other way -- Skulltag will eventually support MSX. Some day... :P

On that note, ZDoom co-op nearly works. I noted a few issues in my main feedback post thing, but it's playable.


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.

Yeah..Or it says theres 0 Nodes or something..
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Salad Viking » Sat Sep 10, 2011 3:50 pm

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.
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