Heh, I was lucky enough to remember about trying it in the latest DuduKrazy series mod (that I still had a beta of - it was never officially released, to my knowledge).DOOMERO-21 wrote:Is very interesting the DuduKrazy´s radar script and only i know the 30% of the lines, was a little hard at the beginning to understand. Anyway i was making some experiments with this script and i create another radar for another project using the same line. Is a aliens colonial marine radar for ACM (Deimos anomaly project). I was trying to found a way for detect the monsters without a specific tid, and was a waste of time. I really need to test if this works good on multiplayer. Anyway i want to use this for various wads (obviously giving credits).
I loved the effect at first sight and told myself: gotta use it!
Anyway, I watched the video and I must say that your implementation looks even more cool with that pulsating sound / scan wave that rhythmically reveals the positioning of enemies.
I also thought about doing something similar on that 'green' graphics back I used, with the scanner line rotating like a radius segment, "submarine-style"... But at the end I didn't even try.
Should you use the radar, just remember to credit Isle (the original author / ACS coder AFAIK).
Thanks a lot! I'm happy to know that you like it!Endless123 wrote:Really fun mod my friend
I really love the radar, it's A GREAT idea I don't know how you did it but it's working perfectly and it's adding a little AvP gameplay into Doom without spoiling the usual Doom universe. Very well done
Hmmm... I tried too with my original version again (rslamaze.pk3 + FXTamer.wad) and luckily I did encounter no errors (tested with GZDOOM 1.6.00, GZDOOM 1.8.02).Only one minor downside - i had 14 errors when i loaded the FXTamer.wad along with your mod but your mod works flawlessly without it.
As i said it's just a minor problem since your mod runs great without it anyway.
Were you perhaps trying with Ed The Bat's enhanced version I did too, and I can confirm I get several errors when attempting to combine it with my old tamer.
But the good news is... If you use Ed's version, you do not need the tamer wad anymore!
As a matter of fact, it's merged together with the main mod and you can toggle it directly with a menu entry under 'Options'. Kudos to Ed for that!