Demonizer engine mod [V2 Fixed!]

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Re: Demonizer engine mod [V2 Released!]

Postby Axel » Fri Jan 11, 2008 8:48 pm

I'm using the latest version of GZDoom (1.0.30), you could try that.
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Re: Demonizer engine mod [V2 Released!]

Postby MG_Man » Fri Jan 11, 2008 9:06 pm

Nope.
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Re: Demonizer engine mod [V2 Released!]

Postby Matt » Fri Jan 11, 2008 9:55 pm

I'm getting the same thing... can you re-upload the working version you've got? Might've been corrupted.
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Re: Demonizer engine mod [V2 Released!]

Postby Axel » Sat Jan 12, 2008 6:20 am

How odd, the map works fine for me when i run gzdoom from within slade, but when i run it via the command line it throws up this error.
You can colour me confused, i'll see what i can do to fix it
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Re: Demonizer engine mod [completed]

Postby Project Dark Fox » Sat Jan 12, 2008 3:02 pm

Captain Ventris wrote:Partial Invisibility is pretty useless.

Oh no! I remember coming across this in Doom II... Let me file that one.
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Re: Demonizer engine mod [completed]

Postby Captain Ventris » Sat Jan 12, 2008 5:03 pm

Project Dark Fox wrote:
Captain Ventris wrote:Partial Invisibility is pretty useless.

Oh no! I remember coming across this in Doom II... Let me file that one.


I've heard it slightly decreases the chance you'll get hit or something, but... really. That's useless.
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Re: Demonizer engine mod [completed]

Postby Tenement Funster » Sat Jan 12, 2008 8:40 pm

Captain Ventris wrote:
Project Dark Fox wrote:
Captain Ventris wrote:Partial Invisibility is pretty useless.

Oh no! I remember coming across this in Doom II... Let me file that one.


I've heard it slightly decreases the chance you'll get hit or something, but... really. That's useless.


It just throws off the enemy's aim. Great for hitscan, total shit for projectiles.
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Re: Demonizer engine mod [completed]

Postby Captain Ventris » Sat Jan 12, 2008 8:51 pm

Tenement Funster wrote:
Captain Ventris wrote:
Project Dark Fox wrote:Oh no! I remember coming across this in Doom II... Let me file that one.


I've heard it slightly decreases the chance you'll get hit or something, but... really. That's useless.


It just throws off the enemy's aim. Great for hitscan, total shit for projectiles.


And most everything is projectiles. :|
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Re: Demonizer engine mod [V2 Released!]

Postby neoworm » Sun Jan 13, 2008 6:51 am

Partial invisibility makes enemies aim unpredictable. Spiders in MAP07 always throw their plasma all around making it even harder to dodge.
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Re: Demonizer engine mod [V2 Released!]

Postby Virtue » Sun Jan 13, 2008 9:34 am

and going up against a cyber with it is even worse! its easier without it
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Re: Demonizer engine mod [V2 Released!]

Postby Enjay » Sun Jan 13, 2008 9:38 am

That's always been the problem with partial invisibility. As soon as you get a bit of experience with Doom, you recognise the start of a monsters attack and automatically move to avoid it. Then the randomness of the monster's response to "finding it hard to see you" kicks in and he throws a fireball right to the position that you just dodged to. It's really only useful against hitscan enemies.
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Re: Demonizer engine mod [V2 Released!]

Postby Project Dark Fox » Tue Jan 15, 2008 12:43 am

Hehehe, perhaps monsters aren't as stupid as they seem.
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Re: Demonizer engine mod [V2 Released!]

Postby Axel » Tue Jan 15, 2008 10:30 am

First off, The creeper is now fully invisible when not firing.
Secondly, didn't partial invisibility stop enemies seeing you if you moved really slowly?

New *fixed* version should be along shortly (i hope >__>)
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Re: Demonizer engine mod [V2 Released!]

Postby CaptainToenail » Tue Jan 15, 2008 11:35 am

I noticed in ZDoom that if you have the invisibility and you don't move too close to the monster they don't see you, but I never noticed this happening in Doom95.exe, was this added?
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Re: Demonizer engine mod [V2 Released!]

Postby Axel » Tue Jan 15, 2008 11:48 am

New version added, at last. Should work fine now
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