ModOhFun! 4.0 - SUPER MEGA SUPREME ULTIMATE VERSION

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Panzermann11
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Re: ModOhFun! (v2.1) - NEW STUFF, NEW GUNS, NEW YES.

Post by Panzermann11 »

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

Post by EddieMann »

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

Post by Darsycho »

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

Post by TDRR »

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

Post by Darsycho »

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

Post by NullWire »

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

Post by IDKrisis »

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

Post by Get Phobo »

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

Post by Darsycho »

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

Post by TDRR »

So, how would i integrate the uber weapons into deathmatch in a balanced way?
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GreenDoomguy1999
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Re: ModOhFun! (v2.2) - NEW STUFF, NEW GUNS, NEW YES.

Post by GreenDoomguy1999 »

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
Attachments
No number 8 slot at hud after picking up Maximum Shotgun
No number 8 slot at hud after picking up Maximum Shotgun
IMG_20181212_173903.jpg (16.34 KiB) Viewed 1288 times
Maximum shotgNU
Maximum shotgNU
BFG Zero flash sprites not stretched at second shot
BFG Zero flash sprites not stretched at second shot
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GreenDoomguy1999
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Re: ModOhFun! (v2.2) - NEW STUFF, NEW GUNS, NEW YES.

Post by GreenDoomguy1999 »

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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H3XM0D
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Re: ModOhFun! (v2.2) - NEW STUFF, NEW GUNS, NEW YES.

Post by H3XM0D »

GreenDoomguy1999 wrote: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
I can also confirm this.
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Darsycho
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Re: ModOhFun! (v2.2) - NEW STUFF, NEW GUNS, NEW YES.

Post by Darsycho »

TDRR wrote:So, how would i integrate the uber weapons into deathmatch in a balanced way?
Probably by not including them. xP
GreenDoomguy1999 wrote: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
Fixed the slot 8 problem, maximum shotgnu is spelled as intended, and i probably will keep the flash state on bfg zero as is, considering how much of a clusterfuck the weapon is
GreenDoomguy1999 wrote: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
Hmph, it didn't crash in previous versions of gzdoom, and I have no idea how to fix that. Argh.
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Darsycho
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Re: ModOhFun! (v3.0) - ULTIMATE VERSION!

Post by Darsycho »

Here it is, folks. The ultimate version of ModOhFun! is here, any release after this will only be for bug fixes and tweaks.

ModOhFun! v3.0:
Spoiler:
EDIT: Whoops, I just realized a mistake I did where the pistol uses the altfire on primary fire. That's been fixed now (now its version 3.0.1!)


https://darsycho.itch.io/modohfun
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