Hocusdoom RELEASED (/idgames pending)

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Re: Hocus Doom (new version 03-07-2016)

Postby wildweasel » Thu Jan 05, 2017 12:56 am

I finally started goofing off with the most recent version and have a bug to report: if "switch weapons on pickup" is set to No from Player Setup, the gun in map20 can't be selected unless you put in a command in the console to use it, since it does not have a weapon slot.
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Re: Hocus Doom (new version 03-07-2016)

Postby ravage » Thu Jan 05, 2017 2:56 am

Redownload it, hopefully I fixed that.
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Re: Hocus Doom (new version 03-07-2016)

Postby Tormentor667 » Thu Jan 05, 2017 3:04 am

Still impressed how one man is able to come up with all that stuff. Thanks for your dedication ravage :)
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Re: Hocus Doom (new version 03-07-2016)

Postby JohnnyTheWolf » Thu Jan 05, 2017 8:39 am

ravage wrote:
JohnnyTheWolf wrote:*Sigh* Another day, another awesome-looking Doom mod to play... :(

Kidding aside, will the final release come with a custom shortcut icon?

Of course!


Thank you! :D

On a side-note, I am not sure I understand the point (no pun intended) of the scoring system. Is it just there for bragging rights or are there actual rewards for reaching a certain amount of points?
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Re: Hocus Doom (new version 03-07-2016)

Postby ravage » Thu Jan 05, 2017 2:00 pm

The original game had a permanent scoreboard, so bragging rights like any other game of the era.

I'm still looking help for implementing such a thing, btw, as I have zero clue what to do.
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Re: Hocus Doom (new version 03-07-2016)

Postby Tormentor667 » Fri Jan 06, 2017 3:57 am

This is not possible as long as ZDoom doesn't include some kind of global save that gets loaded upon System start.maybe it's the perfect moment for a feature request? I would recommend this also for BoA
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Re: Hocus Doom (new version 03-07-2016)

Postby Gez » Fri Jan 06, 2017 4:01 am

It's possible with custom console variables, actually. See CVARINFO and related articles.
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Re: Hocus Doom (new version 03-07-2016)

Postby Tormentor667 » Fri Jan 06, 2017 4:34 am

Gez wrote:It's possible with custom console variables, actually. See CVARINFO and related articles.

Oh my god, this is brilliant, I never knew this might work :)
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Re: Hocus Doom (new version 03-07-2016)

Postby ravage » Sat Jan 07, 2017 4:54 pm

I knew those existed, but the real trick would be if I could create a menu that was the highscore table, showing static results for cvars.
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Re: Hocus Doom (new version 03-07-2016)

Postby Tormentor667 » Sun Jan 08, 2017 5:02 am

ravage wrote:I knew those existed, but the real trick would be if I could create a menu that was the highscore table, showing static results for cvars.

If you ever manage to get that done somehow, please let me know :)
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Re: Hocus Doom (new version 03-07-2016)

Postby ravage » Wed Jan 25, 2017 1:48 am

Image
Image
Showcasing some new things I've been working on!
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Re: Hocus Doom (new version 03-07-2016)

Postby Tormentor667 » Wed Jan 25, 2017 4:18 pm

How?!
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Re: Hocus Doom (new version 03-07-2016)

Postby ravage » Wed Jan 25, 2017 11:44 pm

Tormentor667 wrote:How?!

Its not done through the menu sadly. Its just a regular toggleable script in-game.
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Re: Hocus Doom (new version 03-07-2016)

Postby Tormentor667 » Thu Jan 26, 2017 1:26 pm

Ah, that's sad, I was already going crazy :) BTW, did you read my pm?
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Re: Hocus Doom (new version 03-07-2016)

Postby ravage » Thu Jan 26, 2017 6:27 pm

I did, but I'm going to have to decline. I just don't have the energy to work on multiple projects.
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