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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

PostPosted: Wed Apr 04, 2018 8:09 am
by AvzinElkein
Um, a minor goof:

Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

PostPosted: Wed Apr 04, 2018 9:17 am
by Brohnesorge
There's no error there. The orange text is your sound device. Play mods before you report issues.

Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

PostPosted: Wed Apr 04, 2018 9:28 am
by AvzinElkein
Brohnesorge wrote:There's no error there. The orange text is your sound device. Play mods before you report issues.

Look at the "invalid keycommand" thing.

Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

PostPosted: Wed Apr 04, 2018 10:31 am
by _mental_
KEYCONF doesn't support block comment /* ... */ and only line one // is accepted. Everything between /* and */ will be treated as console commands.

Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

PostPosted: Wed Apr 04, 2018 2:37 pm
by Laggy
gmota_nomusic is still a server cvar. Clients can't change it for themselves in a server.

Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

PostPosted: Wed Apr 04, 2018 2:40 pm
by Funky Gnoll
Thanks for buffing the Torch!

The Cleansing Flame burns once more

Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

PostPosted: Thu Apr 05, 2018 5:57 am
by Combine_Kegan
I'm not sure what I can do for that GMOTA_nomusic thing at the moment but I'll start looking into it, as for the keyconf thing, woops. I just commented it out properly and I'll make sure that's sorted for v1.3

Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

PostPosted: Thu Apr 05, 2018 7:20 am
by Gideon020
Combine_Kegan wrote:I'm not sure what I can do for that GMOTA_nomusic thing at the moment but I'll start looking into it, as for the keyconf thing, woops. I just commented it out properly and I'll make sure that's sorted for v1.3


Incidentally, is there supposed to be no custom music when playing as Doomslayer?

Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

PostPosted: Thu Apr 05, 2018 9:23 am
by Combine_Kegan
Gideon020 wrote:
Combine_Kegan wrote:I'm not sure what I can do for that GMOTA_nomusic thing at the moment but I'll start looking into it, as for the keyconf thing, woops. I just commented it out properly and I'll make sure that's sorted for v1.3


Incidentally, is there supposed to be no custom music when playing as Doomslayer?


Yep, intentional for now. After I get the other characters in I might make it so Doomslayer can potentially sample music from everyone's jukeboxes, provided that isn't a severe pain in the ass.

Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

PostPosted: Thu Apr 05, 2018 3:57 pm
by Ryuhi
I usually do the stock soundtrack with a Megadrive soundfont when playing as the Doomslayer, its oddly fitting.

Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

PostPosted: Mon Apr 09, 2018 2:48 pm
by Funky Gnoll
Couple issues I've noticed:

-Magebane thieves often face the wrong direction when charging up their fan of knives attack. It has no real effect on gameplay but it can be confusing to see.

-When swordless, the dagger subweapon does not 'autofire'. I haven't noticed if this is the case for all subweapons.

Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

PostPosted: Tue Apr 10, 2018 9:43 am
by RedoLane
Just curious:
Where did you get the sound clips for the Pavise Guard?
It's really cool!

Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

PostPosted: Tue Apr 10, 2018 6:02 pm
by Combine_Kegan
Funky Gnoll wrote:Couple issues I've noticed:

-Magebane thieves often face the wrong direction when charging up their fan of knives attack. It has no real effect on gameplay but it can be confusing to see.

-When swordless, the dagger subweapon does not 'autofire'. I haven't noticed if this is the case for all subweapons.


Whoops, the theives definitely aren't supposed to do that, just fixed that one, my bad.

As for being unarmed and not having autofire, that's intentional, the trade off being you can tap the button and throw subweapons much faster compared to when you have the sword, but it seems to be confusing a lot of people, so I'll reduce the rate at which you can throw subweapons while unarmed and add the autofire to that. Shame too, I liked that little quirk between being armed and unarmed.

RedoLane wrote:Just curious:
Where did you get the sound clips for the Pavise Guard?
It's really cool!


Those are all sounds from Mutoid man in Smash TV, and yeah, they ARE cool, really glad sgt shivers gave me that idea

Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

PostPosted: Tue Apr 10, 2018 7:50 pm
by Funky Gnoll
If it really is intentional, that's fine by me. I don't really use a lot of subweapons while unarmed cuz I want to do lots of punchan and get that sweet buff (and/or suffer needlessly because I'm a hidebound fool).

The warding shield's tornado spell seems to pull enemies through walls sometimes? There's also the issue of the double lariat, punch stagger, Omen impacts, etc. affecting enemies through walls, but I'm not really sure it's possible or worth doing to fix that.

Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

PostPosted: Tue Apr 17, 2018 3:47 am
by will183
Wait what is the sunder called internally? Want to give it to me cause im playing slaughterfest 2012 on berserker difficulty, would be essential to surviving