Weasel Presents: NAZIS V2
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
- Posts: 566
- Joined: Fri Dec 05, 2014 3:05 pm
- Location: Senigallia,Italy
Re: Weasel Presents: NAZIS V2
Hmmm,ear the Team fortress 2 Spy's taunts give me an idea for an addon.
-
- Posts: 29
- Joined: Wed Sep 30, 2015 2:49 am
- Location: Trapped in Smashworld, Left to die.
Re: Weasel Presents: NAZIS V2
TITLEMAP crashes on startup of latest Git version of GZDoom on devbuilds.drdteam.org at the time of this post (g2.1.pre-1859-gb5c3ced). Used to work before. Removing gzdoom-deliciousdoritos.ini file makes TITLEMAP work for some reason.

CrashReport.zip.disappointment and gzdoom-teapot.ini

CrashReport.zip.disappointment and gzdoom-teapot.ini
-
- Moderator Team Lead
- Posts: 21368
- Joined: Tue Jul 15, 2003 7:33 pm
Re: Weasel Presents: NAZIS V2
I am not able to do anything with a MEGA link at the moment. Could you paste the contents of your INI file to Pastebin?
-
- Posts: 1161
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
Re: Weasel Presents: NAZIS V2
Hey Weasel i was hoping you might help me on something; how do you go about the weapon swaps in your mod? is it acs? I have a project (still a little to early to announce) i want to be able to pick up one of each type, or swap for a gun and drop everything else of the same type.
-
- Moderator Team Lead
- Posts: 21368
- Joined: Tue Jul 15, 2003 7:33 pm
Re: Weasel Presents: NAZIS V2
Crudux Cruo wrote:Hey Weasel i was hoping you might help me on something; how do you go about the weapon swaps in your mod? is it acs? I have a project (still a little to early to announce) i want to be able to pick up one of each type, or swap for a gun and drop everything else of the same type.
The whole swapping system is Ed the Bat's work; I don't actually know much of how it works, but I would imagine at least a little ACS is involved.
-
- Posts: 3060
- Joined: Thu May 03, 2012 1:18 pm
- OS Test Version: No (Using Stable Public Version)
- Graphics Processor: nVidia with Vulkan support
- Location: Maryland, US
Re: Weasel Presents: NAZIS V2
Definitely a lot of ACS, supplemented with some DECORATE. But just looking inside the project is probably better than any explanation I could try to give on how it works.
-
- Posts: 1161
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
Re: Weasel Presents: NAZIS V2
Cool ill decompile the acs script and check it out, thanks
edit: hmm, this seems a great deal more complicated than i need perhaps, but i'll keep it in mind
edit: hmm, this seems a great deal more complicated than i need perhaps, but i'll keep it in mind
-
- Posts: 29
- Joined: Wed Sep 30, 2015 2:49 am
- Location: Trapped in Smashworld, Left to die.
-
- Moderator Team Lead
- Posts: 21368
- Joined: Tue Jul 15, 2003 7:33 pm
Re: Weasel Presents: NAZIS V2
LolwellunTeapot wrote:gzdoom-babycockatiel.ini
Okay...I don't see anything unusual in the INI or (what I can decipher of) the crash report...what happens if you run GZDoom with -noautoload? I've got a strange hunch.
-
- Posts: 29
- Joined: Wed Sep 30, 2015 2:49 am
- Location: Trapped in Smashworld, Left to die.
Re: Weasel Presents: NAZIS V2
wildweasel wrote:LolwellunTeapot wrote:gzdoom-babycockatiel.ini
Okay...I don't see anything unusual in the INI or (what I can decipher of) the crash report...what happens if you run GZDoom with -noautoload? I've got a strange hunch.
Without Autoloads it runs vanilla Doom II just fine. Other than that I used a custom .pk3 file to replace TITLEMAP.wad with a dummy "zero bytes" TITLEMAP.wad that prevents the TITLEMAP map from loading. All maps Vanilla-compatible, Boom-compatible and (G)ZDoom designed (excluding TITLEMAP obviously) works with Nazis.
-
- Moderator Team Lead
- Posts: 21368
- Joined: Tue Jul 15, 2003 7:33 pm
Re: Weasel Presents: NAZIS V2
The reason I ask is that I wonder if your autoloaded high-res texture pack is somehow causing conflicts with what's in the Titlemap. I'm probably off-base, though.
-
- Posts: 29
- Joined: Wed Sep 30, 2015 2:49 am
- Location: Trapped in Smashworld, Left to die.
Re: Weasel Presents: NAZIS V2
wildweasel wrote:The reason I ask is that I wonder if your autoloaded high-res texture pack is somehow causing conflicts with what's in the Titlemap. I'm probably off-base, though.
Even without high-res texture packs TITLEMAP crashes GZDoom.
-
- Moderator Team Lead
- Posts: 21368
- Joined: Tue Jul 15, 2003 7:33 pm
Re: Weasel Presents: NAZIS V2
Well, I don't know then, because it worked for me the last time I played it. Maybe go report it as a ZDoom bug.
-
- Posts: 29
- Joined: Wed Sep 30, 2015 2:49 am
- Location: Trapped in Smashworld, Left to die.
Re: Weasel Presents: NAZIS V2
Graf Zahl wrote:fixed. This was caused by trying to cache the GL nodes for the titlemap. The case where no partner segs were needed was not covered.
topic
-
- Moderator Team Lead
- Posts: 21368
- Joined: Tue Jul 15, 2003 7:33 pm
Re: Weasel Presents: NAZIS V2
Oh, good, turns out it wasn't my fault then. =P