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Re: REKKR - V1.13

Posted: Wed Aug 08, 2018 2:04 pm
by Revae
mikecari wrote: Having the same issue actually. Rocks and grass seem to float.
That only happens in the iwad version, which otherwise works fine in software rendering.
You can use the pwad version until I figure out why, or switch to software rendering. Works with freedoom if you don't have doom.wad.

Re: REKKR - V1.13

Posted: Sat Aug 11, 2018 10:43 pm
by making4
Just finished this and wanted to say that it's an amazing piece of work! Is there any chance of getting a weapon/item replacement mod (like Final Doomer or High Noon Drifter) to bring these weapons into Doom, Heretic, and Hexen? I'd love to have this play style and weapon set available elsewhere.

Re: REKKR - V1.13

Posted: Sun Aug 12, 2018 6:40 am
by AvzinElkein
Apparently, some video said that the melee weapons are rather subpar...

Re: REKKR - V1.13

Posted: Sun Aug 12, 2018 7:55 am
by Gez
Well they're wrong; I used the axe whenever possible just because it's a fun weapon, unless I had the wode to make the fists even better.

Re: REKKR - V1.13

Posted: Sun Aug 12, 2018 10:33 am
by Revae
making4 wrote:Just finished this and wanted to say that it's an amazing piece of work! Is there any chance of getting a weapon/item replacement mod (like Final Doomer or High Noon Drifter) to bring these weapons into Doom, Heretic, and Hexen? I'd love to have this play style and weapon set available elsewhere.
Weeeelllll...
I did make this a while ago:
http://www.mediafire.com/file/idkvciotw ... N.wad/file
It's pretty much just the weapons and monsters from REKKR, for other mapsets. The monsters aren't 100% like the proper REKKR versions, because this is for doom 2, and there are more doom 2 monsters than rekkr monsters, and they drop different things, and blah blah blah. Anyway. It should function fine anyway, but no guarantees that it'll be fair. I've tested it in Scythe 2 and Epic 2, and it seemed fine from what I saw, but I didn't play through to the end of either one. Maybe 10 levels each. It definitely (probably) won't work with other wads that replace anything other than decorative sprites, since it steals frames from some decorations.
It should be pretty trivial to strip out the monsters and make a weapons only version, but I haven't done that.

Re: REKKR - V1.13

Posted: Sun Aug 12, 2018 10:39 am
by AvzinElkein
To be honest, I'd be amused if someone made a Guncaster (or Cola3) compat patch for REKKR. :P

Re: REKKR - V1.13

Posted: Sun Aug 12, 2018 10:53 am
by wildweasel
AvzinElkein wrote:To be honest, I'd be amused if someone made a Guncaster (or Cola3) compat patch for REKKR. :P
Speaking as the author of Cola 3, I'd really rather people experienced REKKR in its original context first, instead of adding compat patches willy-nilly.

Re: REKKR - V1.13

Posted: Sun Aug 12, 2018 7:14 pm
by Burly Jim
Revae wrote:
mikecari wrote: Having the same issue actually. Rocks and grass seem to float.
That only happens in the iwad version, which otherwise works fine in software rendering.
You can use the pwad version until I figure out why, or switch to software rendering. Works with freedoom if you don't have doom.wad.
Um...how would I do that? Sorry.

Re: REKKR - V1.13

Posted: Sun Aug 12, 2018 7:40 pm
by Revae
Burly Jim wrote: Um...how would I do that? Sorry.
If you want to use the pwad version download https://drive.google.com/open?id=1da7S5 ... NSoaZQu3YK <--that. Plop it into your GZDoom folder, then drag it onto gzdoom.exe. Select ultimate doom or freedoom on the screen that comes up, works if you use/have either one, and toggle off "load lights". Then hit play. Then go to options > compatability options, and set it to "doom" or "doom strict".

If you want to use the version you're already using, just start it however you have been, go to options > set video mode, and change the renderer to software rendering.

Re: REKKR - V1.13

Posted: Wed Aug 15, 2018 12:26 pm
by landfill baby
why is there a chaingunner at -1240,-7312,-128 in almost every map?

Re: REKKR - V1.13

Posted: Wed Aug 15, 2018 7:24 pm
by Revae
landfill baby wrote:why is there a chaingunner at -1240,-7312,-128 in almost every map?
I don't know what you're talking about. There aren't chaingunners at all. There are only 3 or 4 chaingunner replacements (dehacked wise) in the whole wad.

Re: REKKR - V1.13

Posted: Thu Aug 16, 2018 4:29 am
by Hipnotic Rogue
^
Perhaps they are talking about a 'feature' that I've come across regarding chaingunners. That is, when playing with your rekkrMON.WAD the chaingunner replacements change into the original chaingunner sprite and then seem to disappear in a puff of flames. I'm using GZD 3.5.0., if that helps. :)

Re: REKKR - V1.13

Posted: Thu Aug 16, 2018 6:26 pm
by Revae
Hipnotic Rogue wrote:^
Perhaps they are talking about a 'feature' that I've come across regarding chaingunners. That is, when playing with your rekkrMON.WAD the chaingunner replacements change into the original chaingunner sprite and then seem to disappear in a puff of flames. I'm using GZD 3.5.0., if that helps. :)
I don't seem to have that issue, and can't think of or find a reason why it should happen. Strange though. REKKRMON was kinda made on a lark. I don't really have any plans for it. Surprised it's getting use, really :-p

Re: REKKR - V1.14

Posted: Sat Aug 25, 2018 6:01 am
by landfill baby
sorry, i should have clarified, the chaingunners show up in most maps with the gzdoom 3.5.0 "monster" command ("monster chaingun") on rekkr.wad 1.13, although it seems to be fixed in 1.14
i only checked on wrecker difficulty
(side note: the 1.14 wad still says 1.13 on the title picture)

Re: REKKR - V1.14

Posted: Sat Aug 25, 2018 11:09 am
by Revae
landfill baby wrote: (side note: the 1.14 wad still says 1.13 on the title picture)
Whoops.