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Talon1024 wrote:Macheterang is a weapon that gives no ammo, and MacheteAmmo is the ammo for it. If the weapon does not give ammo, and you already have it, the game will not allow you to pick it up, as there is no point in picking it up.
I understand, though, I think it could be fixed and you know how to fix this thing yet?: viewtopic.php?f=43&t=47494&p=970034&hilit=dump#p970034 , I used to try to fix it but I did not succeed, do you know how to do it?
I noticed a bug after you drop any weapon from slot one or two(macheterang, colts, or the combat pistol) and then try to spikebomb quick-toss you will be stuck in an infinite loop of tossing spikebombs, even if you run out, until you swap weapons. Just a weird bug I found out since I am not the biggest fan of the colts (they are weak but that is to balance them out with the unlimited ammo) and want my 2 to just pull up the combat pistol. So I dropped the colts and then killed my self by tossing 20 spikebombs and not knowing how to stop. Also, thank you for the great mods Pillowblaster.
I found one more bug regarding Cheogsh 2, namely keyboard shortcuts do not work with a machete and spikebomb. Is it caused by a lack of compatibility with the mappack or is it a mod error?
I decided to fire this up again out of boredom with the 1.4b, and unfortunately I discovered that the Tricorn Shot upgrade doesn't work. I purchased it with junk via inventory and my weapon didn't change into the triple barrel sawed-offs. It still also fires only 2 shells a shot so it wasn't a a graphical error, and it has the tricorn upgrade symbol too. I am running this on the latest GZDoom dev build from April 9th with no addons.
I'm fairly sure the tricorn upgrade adds a barrel under the weapon, so there shouldn't be any graphical changes. The third barrel on top comes from the standard upgrade. Not sure about the number of shells.
the spent ammo will always be 2. because video game logic. the "shells" changed are essentially the number of projectile clusters launched from the weapon.
erni945 wrote:I found one more bug regarding Cheogsh 2, namely keyboard shortcuts do not work with a machete and spikebomb. Is it caused by a lack of compatibility with the mappack or is it a mod error?
Hmmm, I guess things have changed then. I remember the shotguns looking different after the upgrade, and if the ammo count was always 2 then I guess disregard it then.
EDIT: Figured out the problem, for some reason when I purchased the upgrade on the flesh rends themselves it didn't change the graphic. But when I went to the next level it changed but still operated the same before the level transition.
Maintenance update. I know, artificial sweetener, considering the GC update is around the corner, but just to keep you fellas occupied in the meantime. If you'll report stuff right after I release this, I'll kill myself. Okay, it won't be that bad, I hope. Also edited the OP's link; the download is right below download image, rather than being the image itself, in case that image will go down.
Spoiler: "changelog"
V1.4c -Tweaked a bit the results for ammo crafting; junk is too valuable to spend on ammo, so I made it more effective, except for the pipebombs/2bores/machetes. -Tweaked the menudef coloring. -Tweaked a bit the junk/rocket ammo spawning ratios. -Tweaked striploading the Chrome/Auto Justice; plays shotgun ammo pickup sound to indicate a rack of shells get loaded. (I should probably rework it to make it more obvious, but eeeeeh, not feeling like doing that.) -Tweaked the descriptions of the Fleshrend upgrades to clarify them a little. -After some brainstorming with Zhs2, we fixed guns that were left around in multi with spawn coop weapons off. -Added armor number's color differentiation depending on armor type you have. (With ACS + sbarinfo, because I wanna know what's going on in the HUD, and I didn't learn enough zscript to port that over yet and feel comfortable with it, plus it didn't include the simplified HUD~) -Older GZDoom would not run unless you specified the exact default parameters in an override as the virtual it came from. That got fixed, however it started spitting it out as a warning instead. Removed defaults in DamageMobj override on the playerclass, so the console should shut up about it in newer versions. -Added cvar for deactivating junk items and crafting, in case you feel OP enough or you feel there's too much going in the mod. -Added keys from GC cause... well, I was supposed to do so ages ago. -Added brand-spanking new tilt code, courtesy of KeksDose! -Added shrapnel to Browning shots, and separate, bigger decals. -Added burstshot icon for colts when you have it. -Added inventory.undroppable to machete, machete ammo and the pistol. -Renamed flare graphic to decrease conflicts with things. (But, the shotgun stays as-is. The rain in TUTNT has never been more exhilirating.) -Gave Quad Damage sphere sprite a third, slight facelift. -Fixed infinite spikebomb tossing in case you drop some weapons. -Fixed FMG tracers spawning not needed stuff. (Forgot to remove it after I decided to make it purely visual effect, d'oh.) -Fixed player not getting proper translation in other games. (As I provided the sprites but forgot that the translation ranges change like a huge twit I am.) -Fixed missing brightmap on the Colts triple shot blueprint. -Fixed Chrome Justice dry firing and stripload after punch in Hexen. -Fixed the Homing Grenades blueprint giving you another blue print with homing grenades off. -Fixed not showing total mana in Hexen cause I was a dumbshit while reworking things in sbarinfo. -Fixed single Leadspitter not auto-reloading. -Fixed Ammo-Junkie'd Machetes staying around. -Fixed people not being able to damage each other much (or at all) with explosives, courtesy of Talon1024.
PillowBlaster wrote:Maintenance update. I know, artificial sweetener, considering the GC update is around the corner, but just to keep you fellas occupied in the meantime. If you'll report stuff right after I release this, I'll kill myself. Okay, it won't be that bad, I hope. Also edited the OP's link; the download is right below download image, rather than being the image itself, in case that image will go down.
Spoiler: "changelog"
V1.4c -Tweaked a bit the results for ammo crafting; junk is too valuable to spend on ammo, so I made it more effective, except for the pipebombs/2bores/machetes. -Tweaked the menudef coloring. -Tweaked a bit the junk/rocket ammo spawning ratios. -Tweaked striploading the Chrome/Auto Justice; plays shotgun ammo pickup sound to indicate a rack of shells get loaded. (I should probably rework it to make it more obvious, but eeeeeh, not feeling like doing that.) -Tweaked the descriptions of the Fleshrend upgrades to clarify them a little. -After some brainstorming with Zhs2, we fixed guns that were left around in multi with spawn coop weapons off. -Added armor number's color differentiation depending on armor type you have. (With ACS + sbarinfo, because I wanna know what's going on in the HUD, and I didn't learn enough zscript to port that over yet and feel comfortable with it, plus it didn't include the simplified HUD~) -Older GZDoom would not run unless you specified the exact default parameters in an override as the virtual it came from. That got fixed, however it started spitting it out as a warning instead. Removed defaults in DamageMobj override on the playerclass, so the console should shut up about it in newer versions. -Added cvar for deactivating junk items and crafting, in case you feel OP enough or you feel there's too much going in the mod. -Added keys from GC cause... well, I was supposed to do so ages ago. -Added brand-spanking new tilt code, courtesy of KeksDose! -Added shrapnel to Browning shots, and separate, bigger decals. -Added burstshot icon for colts when you have it. -Added inventory.undroppable to machete, machete ammo and the pistol. -Renamed flare graphic to decrease conflicts with things. (But, the shotgun stays as-is. The rain in TUTNT has never been more exhilirating.) -Gave Quad Damage sphere sprite a third, slight facelift. -Fixed infinite spikebomb tossing in case you drop some weapons. -Fixed FMG tracers spawning not needed stuff. (Forgot to remove it after I decided to make it purely visual effect, d'oh.) -Fixed player not getting proper translation in other games. (As I provided the sprites but forgot that the translation ranges change like a huge twit I am.) -Fixed missing brightmap on the Colts triple shot blueprint. -Fixed Chrome Justice dry firing and stripload after punch in Hexen. -Fixed the Homing Grenades blueprint giving you another blue print with homing grenades off. -Fixed not showing total mana in Hexen cause I was a dumbshit while reworking things in sbarinfo. -Fixed single Leadspitter not auto-reloading. -Fixed Ammo-Junkie'd Machetes staying around. -Fixed people not being able to damage each other much (or at all) with explosives, courtesy of Talon1024.
very good changes ,when it comes to "inventory.undropabble" is it now possible to pass DUMP without losing the previously collected things?
Pillow, I came across one problem when trying a new version in Cheogsh 2, when I collected the required keys for a specific door, I could not even get the door, although I had the required keys in the inventory and now tell me whether it is due to your mod or simply Cheogsh 2 is incompatible with your mod?
EDIT:And you would still be able to tell me why they do not work on this mappack shortcuts for a quick throw machete and spikebomb?