


jhonbeta wrote:hello the mod. I liked. I passed the original doom, with this mod, and I am playing with other maps and I am eager to have the new version with the new character that is great, it hurts me that I can not donate, because of my economy. I hope you do not abandon this project, because I see a lot of future.
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warman2012 wrote:So, could we get a way to make the custom music used by Blaz also be used by the Doomslayer?
vidumec wrote:using Wrath while wielding Thunderbuss crashes the game with "called without valid caller. Thunderbuss expected". Called from state thunderbuss 116
latest (3.7.2) gzdoom version. Something something stricter engine code checks in newer versions break mods left and right.
thedeathrunner123 wrote:any idea when we might be able to expect V1.3? a date preferably?
Combine_Kegan wrote:vidumec wrote:using Wrath while wielding Thunderbuss crashes the game with "called without valid caller. Thunderbuss expected". Called from state thunderbuss 116
latest (3.7.2) gzdoom version. Something something stricter engine code checks in newer versions break mods left and right.
When you say Wrath are you talking about the Berserk Rune? Because yeah, my friend pointed that bug out and it's been squashed for this upcoming version, turns out the newer GZDoom versions throw a big hissyfit if you take a weapon out of order.thedeathrunner123 wrote:any idea when we might be able to expect V1.3? a date preferably?
No dates yet. Still got a lot to do before this update's done, need to finish up Knightmare mode, get some new sprites for one of the monsters, player sprites for Kustam, add the ability to pick up and throw barrels for all of the heroes, and a few other surprises.
vidumec wrote:ive made a GLDEFS addon to add some dynamic lights to monsters' and player's spells and projectiles (and items)
https://www.dropbox.com/s/1qsjw2rdb7ky0 ... l.wad?dl=0
there might be some things i missed - the amount of actors is HUGE.
PS: feel free to add it to your mod, and modify it however you wish!
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