ModOhFun! (v2.2) - NEW STUFF, NEW GUNS, NEW YES.

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Re: ModOhFun! (v2.1) - NEW STUFF, NEW GUNS, NEW YES.

Postby Finder153 » Wed Aug 15, 2018 11:53 am

Hey, just a suggestion. Maybe you can add a randomize invidual weapons option simmilar to how you did with the monsters.
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Re: ModOhFun! (v2.1) - NEW STUFF, NEW GUNS, NEW YES.

Postby EddieMann » Mon Aug 20, 2018 5:02 am

Even on 3.4.0 it still works weirdly, off-centered guns and such. Still waiting on a DOTIMS compatibility patch, though.
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Re: ModOhFun! (v2.1) - NEW STUFF, NEW GUNS, NEW YES.

Postby Darsycho » Mon Aug 20, 2018 11:04 pm

EddieMann wrote:Even on 3.4.0 it still works weirdly, off-centered guns and such. Still waiting on a DOTIMS compatibility patch, though.

Spoiler:

Seems to work fine for me on 3.5.0.

Finder153 wrote:Hey, just a suggestion. Maybe you can add a randomize invidual weapons option simmilar to how you did with the monsters.

Eh, I was going to, but I figured the player would end up having too many weapons to carry.
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Re: ModOhFun! (v2.1) - NEW STUFF, NEW GUNS, NEW YES.

Postby TDRR » Tue Nov 20, 2018 7:07 pm

Alright so i finally made the Zandronum/DM compatible version i said i would do some time, but my main PC died (liek if u cri evrytim :'( ) so i'm making it again.

And here's the question, can i post it here? and if so, do i post it on this topic or do i create a new one for it?
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Re: ModOhFun! (v2.1) - NEW STUFF, NEW GUNS, NEW YES.

Postby Darsycho » Wed Nov 21, 2018 1:13 am

Sure, probably best to have a separate thread IMO, so bug reports and stuff for that particular version would go there.

Side note, version 2.2 has been in the works, with some new stuff and fixes.
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Re: ModOhFun! (v2.1) - NEW STUFF, NEW GUNS, NEW YES.

Postby NullWire » Wed Nov 21, 2018 11:53 pm

Magnificent.
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Re: ModOhFun! (v2.1) - NEW STUFF, NEW GUNS, NEW YES.

Postby IDKrisis » Sun Nov 25, 2018 11:10 am

Decided to give this mod a try. Having fun, but the "uber cubes" are a bit disappointing. I've found ten so far and they always produce either Fusionars or The Gnu Lord.
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Re: ModOhFun! (v2.1) - NEW STUFF, NEW GUNS, NEW YES.

Postby Get Phobo » Wed Nov 28, 2018 5:53 pm

This mod gave the brilliant idea to make a simple mod that changes the most basic monsters (Imps and Former Humans) for small-sized versions of medium ones (Imp becomes a small Revenant, Chaingun Dude becomes a small Mancubus, Zombieman becomes a small Hell Knight, etc.), and which changes the medium monsters for small-sized versions of the bosses.

The smaller versions would have fewer HP and less lethal attacks, of course, but would be still somewhat tougher than they are now, so the game would typically become tougher to play. I think that would be fun. :D
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Re: ModOhFun! (v2.2) - NEW STUFF, NEW GUNS, NEW YES.

Postby Darsycho » Sat Dec 08, 2018 12:26 am

https://darsycho.itch.io/modohfun

Sup, so I decided to release 2.2 today, here be the changelog:

Spoiler:


And I got plans for more stuff, so keep an eye out.
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Re: ModOhFun! (v2.2) - NEW STUFF, NEW GUNS, NEW YES.

Postby TDRR » Mon Dec 10, 2018 12:21 pm

So, how would i integrate the uber weapons into deathmatch in a balanced way?
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Re: ModOhFun! (v2.2) - NEW STUFF, NEW GUNS, NEW YES.

Postby GreenDoomguy1999 » Wed Dec 12, 2018 9:57 am

Found some bugs:
-BFG Zero BOTH flash sprites seems stretched only at first shot,but not at second,also maybe recolor BFG Zero flash to yellow?
-Maximum shotgNU
-Slot 8 at hud did appear only after using IDKFA/IDFA,but for example after picking up Maximum Shotgun it's still no number 8 at hud
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IMG_20181212_173903.jpg
No number 8 slot at hud after picking up Maximum Shotgun
IMG_20181212_173903.jpg (16.34 KiB) Viewed 93 times
IMG_20181212_173838.jpg
Maximum shotgNU
IMG_20181212_173809.jpg
BFG Zero flash sprites not stretched at second shot
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Re: ModOhFun! (v2.2) - NEW STUFF, NEW GUNS, NEW YES.

Postby GreenDoomguy1999 » Sun Jan 20, 2019 5:18 am

Switching from "Dual" Pistols and switching to ANY Demonic Weapons or first weapon at any weapon slot in GZDoom 3.7.1 causes game randomly to crash for unknown reasons
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