Carnage Galore 3, now for GZDoom - beta (update)

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Re: Carnage Galore 3, now for GZDoom - beta released

Postby Tapwave » Fri Aug 26, 2011 4:25 am

ShadesMaster wrote:Soo... close....:

Script error, "cg3_ch12.pk3:playerclasses.txt" line 23:
"player.flechettetype" is an unknown actor property


I'll try to fix it myself so I can play the thing.


Do you use the lastest SVN version?
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Re: Carnage Galore 3, now for GZDoom - beta released

Postby ShadesMaster » Fri Aug 26, 2011 6:11 am

Probably not, but all's I had to do was comment out that line from each player class. :P
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Re: Carnage Galore 3, now for GZDoom - beta released

Postby Tapwave » Fri Aug 26, 2011 6:21 am

ShadesMaster wrote:Probably not, but all's I had to do was comment out that line from each player class. :P

The Flechette type property was added in the lastest SVN so if you updated it will work.
But since you commented them, they won't work as expected, and i dunno what is the default flechette type.
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Re: Carnage Galore 3, now for GZDoom - beta released

Postby Ichor » Fri Aug 26, 2011 7:25 am

The flechette type changes them all to the throwing version the fighter uses. Oterwise, it probably just goes back to the default.
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Re: Carnage Galore 3, now for GZDoom

Postby neoworm » Fri Aug 26, 2011 7:58 am

Ichor wrote:As a matter of fact, I think I'll release it now.

Here you go.

Of course, there's still tons of work that needs to be done. Right now, it's playable until the second map of the third hub.

Arghr... File unavailible, try again later...

Well, looking forward to it.
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Re: Carnage Galore 3, now for GZDoom - beta released

Postby Ichor » Fri Aug 26, 2011 8:34 am

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Re: Carnage Galore 3, now for GZDoom - beta released

Postby Gothic » Fri Aug 26, 2011 5:04 pm

I can't run it, and I have the latest SVN :?
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Re: Carnage Galore 3, now for GZDoom - beta released

Postby Ichor » Fri Aug 26, 2011 5:06 pm

What error messages do you get?
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Re: Carnage Galore 3, now for GZDoom - beta released

Postby neoworm » Fri Aug 26, 2011 5:07 pm

Ichor wrote:Try here.

Thanks.
I played it for a while and I got the feeling that Gargoyles are now extremely overpowered. They are primary threat - fast projectiles (also powerful), melee worse than saberclaw and charging attack that he can perform multiple times. And that all with graphics of a harmless cute heretic gargoyle.
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Re: Carnage Galore 3, now for GZDoom - beta released

Postby Ichor » Fri Aug 26, 2011 5:19 pm

Yeah, the melee does seem to be a bit strong. I didn't notice it before, but I'll reduce the damage some.
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Re: Carnage Galore 3, now for GZDoom - beta released

Postby Gothic » Fri Aug 26, 2011 5:24 pm

Ichor wrote:What error messages do you get?

the same that shadesmaster
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Re: Carnage Galore 3, now for GZDoom - beta released

Postby Ichor » Fri Aug 26, 2011 5:37 pm

Then you need to update.
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Re: Carnage Galore 3, now for GZDoom - beta released

Postby Gez » Fri Aug 26, 2011 5:53 pm

Gargoyles are worse than reivers.
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Re: Carnage Galore 3, now for GZDoom - beta released

Postby Ichor » Fri Aug 26, 2011 6:01 pm

Ok, I uploaded a fix for that. (here or here). Their melee damage was reduced from 3 to 1. I must have gotten used to them being that strong after dealing with them for so long, heh.
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Re: Carnage Galore 3, now for GZDoom - beta released

Postby The Ultimate DooMer » Tue Aug 30, 2011 5:16 pm

Partway through with the cleric and looking good so far (aside from the lack of the promised slopes :P)...will say more later.

I was struggling to find a good use for the timebombs other than on centaurs.


Perhaps they needed more oomph (compensated with being made a rare find)...the ones in Serpent are 4x as powerful and are handy in many situations ;)
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