Action Doom 2 ReRelease

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Re: Action Doom 2 Bugs

Postby Demolisher » Sun Aug 24, 2008 8:56 am

can you do it via the console, or by manually editing the .ini?
is there even an .ini?
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Re: Action Doom 2 Bugs

Postby Enjay » Sun Aug 24, 2008 9:20 am

Sure it has an ini. It's only a modified zdoom.exe so the ini follows the same convention as zdoom inis. There should be an ini in your action doom folder with the usual zdoom-username.ini name.
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Re: Action Doom 2 Bugs

Postby Phobus » Sun Aug 24, 2008 9:46 am

Ok, here's a bug or two I found, and a couple of questions (I'll spoiler those):

Bugs:

The whole Kill Bill bit seems a bit broken, because getting in is easy but I couldn't get out without noclipping, and although
I found an alternative route to get in (the secret lift), it didn't actually go anywhere, presumably because it wasn't working, thus breaking the rest of it.

As I understand it, the helicopter is meant to be shootable, but I'm sure I couldn't hit it at all, regardless of how hard I tried.

And questions:

Spoiler:
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Re: Action Doom 2 Bugs

Postby Enjay » Sun Aug 24, 2008 10:04 am

Phobus wrote:As I understand it, the helicopter is meant to be shootable, but I'm sure I couldn't hit it at all, regardless of how hard I tried.

What did you try to shoot it with?

Spoiler:
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Re: Action Doom 2 Bugs

Postby Phobus » Sun Aug 24, 2008 10:10 am

Spoiler:
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Re: Action Doom 2 Bugs

Postby Gez » Sun Aug 24, 2008 10:11 am

Phobus wrote:
Spoiler:

Questions in spoiler, answers in spoiler.
Spoiler:
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Re: Action Doom 2 Bugs

Postby Penguinator » Sun Aug 24, 2008 10:15 am

Phobus wrote:The whole Kill Bill bit seems a bit broken, because getting in is easy but I couldn't get out without noclipping, and although
I found an alternative route to get in (the secret lift), it didn't actually go anywhere, presumably because it wasn't working, thus breaking the rest of it.

Look very carefully at the walls in the fighting room. I got stuck there also because the door was way too subtle.

Also
Spoiler:
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Re: Action Doom 2 Bugs

Postby Phobus » Sun Aug 24, 2008 11:19 am

Aside from the forest bit it turns out that further inspection did reveal everything I needed to know, but thanks anyway :)

Oh, and Gez:

Spoiler:
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Re: Action Doom 2 Bugs

Postby Grubber » Sun Aug 24, 2008 12:22 pm

I run Linux, so I couldn't use brawl.exe - I used my zdoom installation (SVN 1095). When I got into the... forest secret with crocodiles, zdoom complained about not having GENMIDI lump. I used the one from doom2.wad and it worked fine.
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Re: Action Doom 2 Bugs

Postby Vegeta(dw) » Sun Aug 24, 2008 1:14 pm

Spoiler:
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Re: Action Doom 2 Bugs

Postby Enjay » Sun Aug 24, 2008 1:18 pm

Vegeta(dw) wrote:Am I missing something?

Quite a bit. Go to the other AD2 thread and look at Bashe's ending tree on page 8.
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Re: Action Doom 2 Bugs

Postby przndoom » Sun Aug 24, 2008 2:50 pm

Spoiler:
Last edited by przndoom on Sun Aug 24, 2008 9:44 pm, edited 1 time in total.
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Re: Action Doom 2 Bugs

Postby Nash » Sun Aug 24, 2008 2:56 pm

przndoom: SPOILERS TAGS PLEASE
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Re: Action Doom 2 Bugs

Postby Demolisher » Sun Aug 24, 2008 2:59 pm

Yea, What if you ruined the surprise?
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Re: Action Doom 2 Bugs

Postby Bashe » Sun Aug 24, 2008 3:00 pm

When you use the knife or broken bottle on piles of tires (maybe trash cans too), sometimes it makes the blood splattering noise, which obviously doesn't make sense.

Also, the "break a bottle goes back to fists" is confirmed a Neverswitchonpickup bug. Shame, because I usually keep that setting on to prevent a dangerous misfire (not in AD but in other mods).

One more thing: map05. Is it supposed to not exist? I see it defined in MAPINFO and everything, but warping to it just gives me regular map05 with the Subway music.
Last edited by Bashe on Sun Aug 24, 2008 3:31 pm, edited 1 time in total.
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