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Re: ww-oldie [public beta 1]

PostPosted: Thu Feb 21, 2013 12:00 pm
by wildweasel
Vaecrius wrote:Compound or simple?


The imp replacements disappear when I shoot them... seems like they're jumping to a wrong painstate?

Hm. Which specific SVN revision? I didn't see any major issues myself in all the testing I've done, but it could be a rogue issue.

Also, for the record, Zandronum currently glitches this mod out; it apparently does not know what TNT1A0 is for Dehacked patches, so the muzzle flash will screw up and the console will flood with errors about sprite #138.

Re: ww-oldie [public beta 1]

PostPosted: Thu Feb 21, 2013 12:04 pm
by niculinux
just tryed out in freedomm, fine but: since it's beta: (if I got right xd)


1) Please would be possible to repalce that silenced pistol (and machine gun sound) with something different? :/ I never liked silenced weapons.... :oops: :oops: :oops:

2) it's rather overpowered with weapons...maybe slowind firing rate of pistol, chaingun and the weapon that replaced the plasme rifle may be very very gooood! :oops: :oops: :mrgreen: :mrgreen: maybe with someting like laser(s)...emh....

:D 8-)

Re: ww-oldie [public beta 1]

PostPosted: Thu Feb 21, 2013 12:20 pm
by wildweasel
1. I'm mainly just working with what resources I have. The pistol and SMG come from a Skulltag mod that I abandoned a couple of years ago, and I wanted to get them used in something. The silenced fire sound just kind of happened. (Also, cut down on the emoticons.)

2. Ehhhhhhhhhhhh gonna just leave it as it is.

Re: ww-oldie [public beta 1]

PostPosted: Thu Feb 21, 2013 4:58 pm
by Triple S
TheDarkArchon wrote:
Triple S wrote:Seems to crash in GZDoom when firing the shotgun replacement.


ZDoom bug. Update past r4066


Sheesh, I'm not used to ZDoom updating so much. It's barely been two weeks since I last did. Not that it's a problem, of course.

Re: ww-oldie [public beta 1]

PostPosted: Fri Feb 22, 2013 3:16 am
by Sgt. Shivers
Would I be able to modify the chaingun sprites and use them in one of my mods?

Re: ww-oldie [public beta 1]

PostPosted: Fri Feb 22, 2013 11:12 am
by wildweasel
Sgt. Shivers wrote:Would I be able to modify the chaingun sprites and use them in one of my mods?

Yes, they originally come from an obscure German FPS game called Angst, with very heavy redrawing by me.

Re: ww-oldie [public beta 1]

PostPosted: Fri Feb 22, 2013 11:40 am
by Gez
wildweasel wrote:Yes, they originally come from an obscure German FPS game called Angst, with very heavy redrawing by me.

It's also a terrible, terrible game.

Re: ww-oldie [public beta 1]

PostPosted: Fri Feb 22, 2013 3:33 pm
by Big C
Were all these DooM clones (that weren't Marathon or Duke 3D) from the '90s made by people who were doing massive amounts of acid, or something? They're like Dali paintings but with lots more violence.

Re: ww-oldie [public beta 1]

PostPosted: Sat Feb 23, 2013 2:54 am
by chronoteeth
The break open sg seems useless after getting the autocannon/pump action. the pistol is fine because you start with it, but once you get the other sg's theres not much use in using it

Re: ww-oldie [public beta 1]

PostPosted: Sat Feb 23, 2013 12:01 pm
by wildweasel
The "Boompipe" is pretty much only included to give the player a weapon that uses that type of ammo, if they happen to not be playing in Doom 2 (i.e. no M680) or playing an Episode 1-type map (i.e. no Autocannon).

Re: ww-oldie [public beta 1]

PostPosted: Sat Feb 23, 2013 8:47 pm
by Triple S
wildweasel wrote:The "Boompipe" is pretty much only included to give the player a weapon that uses that type of ammo, if they happen to not be playing in Doom 2 (i.e. no M680) or playing an Episode 1-type map (i.e. no Autocannon).


It's also a lot sexier than the other options.

EDIT: Here's an idea... when you're done with this mod, remake it but with all modern DECORATE/ACS/whatever techniques. It'd be fun to compare the two versions.

Re: ww-oldie [public beta 1]

PostPosted: Mon Mar 11, 2013 11:31 am
by wildweasel
Going to give this a hearty bump because I need some help figuring out a couple of infuriating issues.

1. Zandronum hates my BEX patch; the muzzle flash does not work at all because Zan doesn't understand what TNT1A0 is. I can't figure out how to report bugs to the team, so some assistance in getting that expedited would be welcomed.

2. PRBoom 2.5.0 works more or less fine with the mod, except that one of the pool-of-blood sprites for some reason takes on the appearance of a standing Doom marine. I don't recall changing his frames, and he works fine in other ports to my knowledge.

3. For some reason, combining this mod with large maps like Equinox map01 results in PRBoomPlus crashing with a message I can't recall at the moment.

Re: ww-oldie [public beta 1]

PostPosted: Mon Mar 11, 2013 2:01 pm
by Gez