Search found 14 matches

by Mechatron
Tue May 31, 2016 6:08 pm
Forum: Gameplay Mods
Topic: The Guncaster - 3.888b
Replies: 3025
Views: 886884

Re: [Update] The Guncaster - 2.8

I've been wondering about the "patch". It calls itself the "Straight To Hell" edition, but is it a needed patch? If so, for what? Every time I try to run it I get an error: Script error, "Guncaster_StH_v1.1.pk3:decorate/ammo.txt" line 33: Unexpected '10' in definition of 'TuskBox2' Oh, I've been ...
by Mechatron
Sun May 15, 2016 9:02 pm
Forum: Gameplay Mods
Topic: The Guncaster - 3.888b
Replies: 3025
Views: 886884

Re: [Update] The Guncaster - 2.8

Had to go back to the 30-April build, but now I can get Cygnis to blast the beasties again, this time in gunslinger mode.
by Mechatron
Sun May 15, 2016 4:37 pm
Forum: Gameplay Mods
Topic: The Guncaster - 3.888b
Replies: 3025
Views: 886884

Re: [Update] The Guncaster - 2.8

This is rather odd. For some reason, when I start a new game I get a system error: “Request for more GPU memory than is available". Granted, I don't have a hardcore game system (i3 quad core w/ 8GB ram, NVIDIA GeForce GTS 450 w/ 1GB), but this just started with the recent (G)ZDoom versions (g2.2pre-1 ...
by Mechatron
Tue May 10, 2016 5:14 pm
Forum: Gameplay Mods
Topic: Re: Combined_Arms v2.3: Reloaded edition! (last post here 4-18-23)
Replies: 182
Views: 128549

Re: Combined_Arms, exotic weaponry galore

I just started playing this mod. Haven't been able to use the other weapons much because of Lilk's axe. Between the primary's explosive throw and melee use, and the secondary's homing boomerang act there hasn't been much need of the other weapons, even on nightmare skill. Sometimes I do use the ...
by Mechatron
Fri Apr 22, 2016 8:32 pm
Forum: Gameplay Mods
Topic: The Guncaster - 3.888b
Replies: 3025
Views: 886884

Re: [Update] The Guncaster - 2.8

MAJOR BUG DISCOVERED: It seems that whenever I make any sort of attack, other than secondary attack, I get turned DUE EAST then attack. This make this mod unplayable for me. That's a known issue with ZDoom. Try a build from April 19th. I actually use GZDoom (build gzdoom-g2.2pre-1336-g1c7b512 ...
by Mechatron
Thu Apr 21, 2016 6:47 pm
Forum: Gameplay Mods
Topic: The Guncaster - 3.888b
Replies: 3025
Views: 886884

Re: [Update] The Guncaster - 2.8

MAJOR BUG DISCOVERED:

It seems that whenever I make any sort of attack, other than secondary attack, I get turned DUE EAST then attack. This make this mod unplayable for me.
by Mechatron
Sun Nov 15, 2015 2:27 pm
Forum: General
Topic: Texture problem in Plutonia 2
Replies: 7
Views: 1491

Re: Texture problem in Plutonia 2

OK, last night I was able to fix the problem.

I unzipped the Plutonia HD textures, ferret out which ones were being used, and then resize them to 64x64. Had to do the same for the skull switches. Hopefully that's the last of the texture problems.
by Mechatron
Sat Nov 14, 2015 8:47 pm
Forum: General
Topic: Texture problem in Plutonia 2
Replies: 7
Views: 1491

Re: Texture problem in Plutonia 2

Bit of an update... I went back into (GZ)Doom Builder to try to ID the textures being used. It looks like the actual texture is supposed to be the AROCK animation, but somehow, they're being shown as BFALL instead. Meaning, something is being mistranslated somewhere in PL2 (and now I can confirm its ...
by Mechatron
Sat Nov 14, 2015 2:01 pm
Forum: General
Topic: Texture problem in Plutonia 2
Replies: 7
Views: 1491

Re: Texture problem in Plutonia 2

Yeah, what's being loaded with PL2? You're running it using the Plutonia.wad IWAD, right? I use ZDL to launch GZDoom, and yes, it loads plutonia.wad automatically. I have narrowed the problem down to the DHTP textures I've been loading from the ZDL INI file. If I prevent the plutonia HR textures ...
by Mechatron
Fri Nov 13, 2015 6:51 pm
Forum: General
Topic: Texture problem in Plutonia 2
Replies: 7
Views: 1491

Re: Texture problem in Plutonia 2

wildweasel wrote:What does it look like if you don't load the DHTP textures?
Even worse:
P2.gif
P2.gif (144.21 KiB) Viewed 1438 times
by Mechatron
Fri Nov 13, 2015 3:11 pm
Forum: General
Topic: Texture problem in Plutonia 2
Replies: 7
Views: 1491

Texture problem in Plutonia 2

Don't know if anyone else noticed this, but there seems to be a texture problem with Plutonia 2 (pl2.wad). Screenshot_Doom_20151113_155202 v2.jpg If you can see from the attachment, the wall textures don't look right. I checked them out in Doom Builder and they say they're supposed to be "bfall ...
by Mechatron
Fri Jun 12, 2015 12:19 pm
Forum: Gameplay Mods
Topic: X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)
Replies: 384
Views: 114022

Re: [WIP] X-Weapon: Helsturm (XW: 12-13-14|HS: 01-08-15)

Sorry about not getting back sooner, been tying out X-Weapons since updating GZD. Pretty neat, though all those weapons can be confusing, especially since there's no compatible HUD. I've been using the X-Weapons with Wrathchilde's Sirens (giving a new meaning to "pounding b***ches"), and the X ...
by Mechatron
Sun May 24, 2015 6:30 pm
Forum: General
Topic: Can anyone ID this mech-mod?
Replies: 3
Views: 541

Can anyone ID this mech-mod?

I came across this short gem on YouTube showing a mech in action:

https://www.youtube.com/watch?v=hlsts_hI61Q

There's download links or identification as to who's mod it may be. Maybe an early version of ww-gzmecha? Anyone recognize?
by Mechatron
Sat Mar 07, 2015 9:44 pm
Forum: Gameplay Mods
Topic: X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)
Replies: 384
Views: 114022

Re: Re: [WIP] X-Weapon: Helsturm (XW: 12-13-14|HS: 01-08-15)

Hi. I just registered because I've also been getting the assault rifle script error (Script error, "XWeapon.pk3:actors/weapons/assaultrifle.txt" line 91: Expected ')', got ','. ) I'm using GZDoom version g1.8.2 I opened the file in SLADE and saw the line as: TNT1 A 0 A_SetAngle(angle+(frandom(-1.6,0 ...

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