[Weapons] Icy's & Keksdose's SuperWeapons

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Re: [Release]Icy's & Keksdose's SuperWeapons

Postby Davidos » Tue May 19, 2009 6:17 am

How about installation instructions? -.-

I seriously can't get this to work at all.
Not with the latest SVN not with (G)Zdoom and not with skulltag.
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Re: [Release]Icy's & Keksdose's SuperWeapons

Postby .+:icytux:+. » Tue May 19, 2009 6:53 am

Davidos wrote:How about installation instructions? -.-

I seriously can't get this to work at all.
Not with the latest SVN not with (G)Zdoom and not with skulltag.


thats strange, since it should work with all the versions after +Nointeraction was added.
the official skulltag version dosn't even have the A_PlaySoundEx's last argument. but the 97E beta should get it working.


but what do you mean with "not working", that isnt really enough information for us to understand what the problem is.
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Re: [Release]Icy's & Keksdose's SuperWeapons

Postby CaptainToenail » Tue May 19, 2009 9:31 am

You just have to make it, armageddon! When you use this weapon it causes a massive apocalyptic shower of space debris to hit the ground!
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Re: [Release]Icy's & Keksdose's SuperWeapons

Postby .+:icytux:+. » Tue May 19, 2009 12:44 pm

CaptainToenail wrote:You just have to make it, armageddon! When you use this weapon it causes a massive apocalyptic shower of space debris to hit the ground!


yea, sometime i guess :P but making it look like falling down from space in sectors with a 512 mapunits high sky will be a problem, you could ofcourse do it with +NoInteraction.
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Re: [Release]Icy's & Keksdose's SuperWeapons

Postby .+:icytux:+. » Tue May 19, 2009 2:12 pm

i basically dont do peoples requests. so cpt. toenail you are lucky :D

Image

and heh, works in skys lower than 128 mapunits too ;)

Spoiler:
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Re: [Release]Icy's & Keksdose's SuperWeapons

Postby CaptainToenail » Tue May 19, 2009 2:17 pm

Ha ha ha, holy shit! :D
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Re: [Release]Icy's & Keksdose's SuperWeapons

Postby lizardcommando » Tue May 19, 2009 2:19 pm

Oh man, this thing is so fun to mess around with. It's hilarious seeing a shit ton of bodies flying through the air! I was hoping the blast radius for the nuke and ion cannon would be ludicrously huge, but oh well. I guess that's what the hypernuke is for. :P

I want to see that Armageddon thing in action!
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Re: [Release]Icy's & Keksdose's SuperWeapons

Postby Unknown_Assassin » Wed May 20, 2009 6:36 pm

Stupid graphics card. X_X It keeps crashing everytime I summon a nuke or ion beacon.
Oh well, I'll stick with ZDoom.

By the way, shouldn't the nuke blast last longer? What I mean is that after I use the nuke (and ionbeacon) and resurrect myself, the nuke won't hurt me...even though my screen is still rumbling. I'm not sure if this is intentional or not.
I see that you didn't put noclip on these weapons. The zombiemen on the platforms behind the wall didn't die after I use the ionbeacon in the same room.

By the way....why is it called ionbeacon? Shouldn't it be called ioncannon? Ionbeacon sounds wierd. X_X
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Re: [Release]Icy's & Keksdose's SuperWeapons

Postby hnsolo77 » Thu May 21, 2009 7:32 pm

well beacon makes sense in a way, it tells the ion cannon (in orbit?) where to target...
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Re: [Release]Icy's & Keksdose's SuperWeapons

Postby Tormentor667 » Fri May 22, 2009 4:24 am

.+:icytux:+. wrote:i basically dont do peoples requests. so cpt. toenail you are lucky :D

Image

and heh, works in skys lower than 128 mapunits too ;)

Spoiler:


This deserves a place in the SFX Shoppe weather effects somewhere ;)
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Re: [Release]Icy's & Keksdose's SuperWeapons

Postby Cutmanmike » Fri May 22, 2009 4:27 am

.+:icytux:+. wrote:i basically dont do peoples requests. so cpt. toenail you are lucky :D


OOOOoooooh hell yeah
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Re: Icy's SuperWeapons [Redeemer Released, page 2]

Postby lzvk25 » Sat May 23, 2009 8:46 am

jimmy91 wrote:This won't work in the latest version of Skulltag, by the way, I get a DECORATE error on line 93 (Expected ")" got ",".)


You need to change all the instances for A_PlaySoundEx.

For example, from :
TNT1 A 0 A_PlaySoundEx("Nuke/Boom", "Voice", 0, 2)
to
TNT1 A 0 A_PlaySoundEx("Nuke/Boom", "Voice")

And now it works.

BTW, these weapons rock !!
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Re: [Release]Icy's & Keksdose's SuperWeapons

Postby lzvk25 » Wed May 27, 2009 3:00 pm

A funny thing, though, while in Doom these weapons rock, in Heretic, they are quite the opposite.
:roll:

In Heretic, the Ion Cannon, seems to "misfire", press the attack key and nothing will happen, the weapon will stay in the "fire" state for a very long time and no missile will come from it, obviously, the player cannot do anything in the meantime, and only after a long pause, the "fire" state will be done and it will return to normal again. I tried it again and after 2 or 3 "misfires" the weapon will fire correctly and the Ion Beam will appear and to my surprise, practically all monsters were left untouched... Not Good.
:blergh:

Also in Heretic, the atomic bomb sucks, although this one "operates" correctly, when it comes to the real damage, a lot of monsters are able to survive, even weak ones (non spectres) who were in the direct blast are left alive.
:evil:
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Re: [Release]Icy's & Keksdose's SuperWeapons

Postby lzvk25 » Thu May 28, 2009 5:53 am

On Hexen these weapons work fine, same destruction as in Doom.
:twisted:
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Re: [Release]Icy's & Keksdose's SuperWeapons

Postby .+:icytux:+. » Thu May 28, 2009 6:43 am

theese guys work just as well in heretic and hexen as it does in doom. i have no idea what you are talking about when you say weapon, iirc i removed those testing weapons, and in any case they are not to be used, how to use them the right way is on the first page if you read what i wrote. the fact that the weak survives in heretic is just thanks to your bad luck, if a wall is in the way of the blast, the explosion will do no damage to the monsters behind it. which kinda sucks, but there is no other way to damage monsters like this than A_Explode except if you do it the hacky way i did before.
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