Action Doom 2 ReRelease

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Re: Action Doom 2 Bugs

Postby DoomGuy_100 » Mon Aug 25, 2008 12:32 pm

allright
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Re: Action Doom 2 Bugs

Postby Enjay » Mon Aug 25, 2008 12:34 pm

Depends what else you do. There is a bad ending and a good ending from the forest - depending on what else you do.

BTW, I really liked the sniper section. I thought it was very cool - but not particularly difficult.
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Re: Action Doom 2 Bugs

Postby Demolisher » Mon Aug 25, 2008 12:37 pm

It took me at least 6 tries before i realized i needed to turn always run on.
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Re: Action Doom 2 Bugs

Postby DoomGuy_100 » Mon Aug 25, 2008 12:37 pm

Thanks enjay
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Re: Action Doom 2 Bugs

Postby Enjay » Mon Aug 25, 2008 12:39 pm

Demolisher wrote:It took me at least 6 tries before i realized i needed to turn always run on.


Because walking around slowly admiring the scenery is always the best policy when a guy with a rifle is trying to shoot you. ;)

Actually, I always have always-run on anyway. :biggrin:

DoomGuy_100 wrote:Thanks enjay

If you really want to find out how to get all the endings, look on page 8 of the other AD2 thread. Bashe made a flow-chart of them.
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Re: Action Doom 2 Bugs

Postby DoomGuy_100 » Mon Aug 25, 2008 12:41 pm

Enjay, another thing, is the sniper named Hugo?
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Re: Action Doom 2 Bugs

Postby Enjay » Mon Aug 25, 2008 12:45 pm

This kind of discussion should really be taken out of the bugs thread.

Anyway, no, he's not. If anything, he's called Big Bad Gangsta judging by his belt buckle.
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Re: Action Doom 2 Bugs

Postby Demolisher » Mon Aug 25, 2008 2:08 pm

Enjay wrote:
Demolisher wrote:It took me at least 6 tries before i realized i needed to turn always run on.


Because walking around slowly admiring the scenery is always the best policy when a guy with a rifle is trying to shoot you. ;)

Actually, I always have always-run on anyway. :biggrin:



I just kinda forgot to turn it on.
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Re: Action Doom 2 Bugs

Postby Unknown_Assassin » Mon Aug 25, 2008 2:29 pm

Demolisher wrote:You run from bale to bale.
Avoid getting shot, it does 50% damage.


No it doesn't. it does 100% damage. Perhaps you are playing a weaker skill.
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Re: Action Doom 2 Bugs

Postby Demolisher » Mon Aug 25, 2008 2:33 pm

I was.
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Re: Action Doom 2 Bugs

Postby Unknown_Assassin » Tue Aug 26, 2008 3:10 pm

There's a HOM in the splatterhouse. Go to the main cabin, and right next to the stairs is a passageway. Go to there, turn your back, and you can see the HOM. Not only that, but you can't punch the wolf who is outside the passageway when you are inside the passageway.

Spoiler:
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Re: Action Doom 2 Bugs

Postby Enjay » Tue Aug 26, 2008 3:17 pm

Most of the HOMs, particularly those in the Splatterhouse are known about:

text file wrote:There are numerous rendering errors due to the extensive use of portals and 3d mid textures. There may be HOMs and slimetrails in a number of places. I've tried to minimize them so they are not egregious... but you may see them from time to time
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Re: Action Doom 2 Bugs

Postby Demolisher » Tue Aug 26, 2008 4:24 pm

It's weird, but some portal problems can be solved by moving the portal farther away from the other sector. Just from experience.
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Re: Action Doom 2 Bugs

Postby NiGHTMARE » Tue Aug 26, 2008 4:31 pm

They can also be avoided by clever used of midtextures. Speak to esselfortium :).
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Re: Action Doom 2 Bugs

Postby ace » Tue Aug 26, 2008 5:21 pm

Aye, if the portal HOMs are indeed caused by lower textures used in the upper portal, it's a very easy fix, although it is very tedious as far as aligning goes.

Aside from that and other various visual glitches (all caused by portals or mirrors), I found a few bugs.

Spoiler:


Otherwise, it was fan-flapjacks-tastic.
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