ModOhFun! 4.0 - SUPER MEGA SUPREME ULTIMATE VERSION

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Captain J
 
 
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Re: ModOhFun! (v9)

Post by Captain J »

Again, works just fine in GZDOOM 2.2.0. Believe me, it actually gives me the weapon well with official build of gzdoom. If not, can you tell me what kind of problem you actually having?
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ZioMcCall
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Re: ModOhFun! (v9)

Post by ZioMcCall »

Gmod animation have Doctor Lalve,we have Darsycho for Doom modding.
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Silentdarkness12
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Re: ModOhFun! (v9)

Post by Silentdarkness12 »

Captain J wrote:Again, works just fine in GZDOOM 2.2.0. Believe me, it actually gives me the weapon well with official build of gzdoom. If not, can you tell me what kind of problem you actually having?
I did that, and it works, but now I seem to be getting put back to a pistol start on the next map.
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Darsycho
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Re: ModOhFun! (v9)

Post by Darsycho »

That is part of the current game mode, I'll add a toggleable option to restart with pistol.

I've actually been doing the next version recently and that will be out soon. I still really need the monster randomization redone though, have it cleaner and working with the icon of sin and dead simple maps (killing mancubi and arachnotrons does not trigger anything), not sure how though. If anybody wants to help out with that, by all means.
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Ed the Bat
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Re: ModOhFun! (v9)

Post by Ed the Bat »

Darsycho wrote:I still really need the monster randomization redone though... If anybody wants to help out with that, by all means.
Sounds like something I might know a bit about. If you wanna talk specifics sometime, I might have some ideas.
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Darsycho
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Re: ModOhFun! (v1.0)

Post by Darsycho »

NEW MODOHFUN VERSION, WOOHOO!

ModOhFun v1.0:

- Reorganized stuff in game and the pk3
- ADDED: Text on explosive barrels
- ADDED: MANY new enemies! Such as a slave master, a drunk cacodemon, and a cybermage!
- ADDED: Several new weapons, like a stunner BFG, a rapidfire railgun, and a firewall cannon!
- ADDED: You can now toggle pistol start on and off.

- CHANGED: Many enemies and weapons have been edited in both appearance and behaviour
- CHANGED: There are no hitscan enemies anymore
- CHANGED: New randomizer code, now it works with icon of sin and dead simple maps, thanks to Ed The Bat for the help.

ModOhFun! 1.0 gameplay:
https://www.youtube.com/watch?v=JC0RQfKOG78

MODOHFUN! V1.0 DOWNLOAD:
https://www.dropbox.com/s/6sybdcy731one ... 0.pk3?dl=0
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Unholypimpin
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Re: ModOhFun! (v1.0)

Post by Unholypimpin »

I found a bug with 2 of the enemies, The revenant horror does zero damage to the player(a once mean enemy now results to giving you hugs and flying jump hugs). The chaingun guy that summons and shoots out marines has a bug where it does not die or take damage and is permanently reflective.
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Darsycho
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Re: ModOhFun! (v1.0)

Post by Darsycho »

Unholypimpin wrote:I found a bug with 2 of the enemies, The revenant horror does zero damage to the player(a once mean enemy now results to giving you hugs and flying jump hugs).

Code: Select all

States
  {
  Spawn:
    MISL B 8 bright
    MISL C 6 bright
    MISL D 4 bright
    stop
  Death:
    MISL B 8 bright A_Explode(4,200,0)
    MISL C 6 bright
    MISL D 4 bright
    stop
  }
... Because the projectile never does a_explode, it just simply stops. I AM SMRT.
Unholypimpin wrote: The chaingun guy that summons and shoots out marines has a bug where it does not die or take damage and is permanently reflective.
This I haven't come across yet, so i'm not sure what would be causing this.
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SwiftFunk
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Re: ModOhFun! (v1.0)

Post by SwiftFunk »

A few things here.

1. Your profile pic never gets old. It's freaking hilarious and I love that.

2.I like mods like this, there need to be more completely freaking random nonsense mods imo.

3.Nice mod, bro.
NexTheReal
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Re: ModOhFun! (v1.0)

Post by NexTheReal »

omg, I love this mod
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Re: ModOhFun! (v1.0)

Post by Viscra Maelstrom »

thought i'd post and say that Icarus Lives spotlighted this mod yesterday.

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SwiftFunk
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Re: ModOhFun! (v1.0)

Post by SwiftFunk »

I love Doom Mod Madness! And this mod.

To quote Icarus:
"I am clearly not caffeinated enough for this mod, where's my goddamn tea!"

So, anything new gonna be added? like just any new monsters being planned, maybe some more weapons?
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Darsycho
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Re: ModOhFun! (v1.0)

Post by Darsycho »

Why yes indeed!

INTRODUCING VERSION 1.1, A SUPER NEW VERSION WITH NEW THINGS AND MORE THINGS.


- ADDED: New title screen.
- CHANGED: The HUD is now better in widescreen'ded

- ADDED: Text on weapon pickups.
- ADDED: New weapons, such as a shell box that launches bouncy shells at enemies!
- ADDED: For now, partial invisibility spheres have been replaced with a extra damage sphere, since there’s no hitscan enemies anymore.
- ADDED: Fist now has an altfire, use some health to fire a projectile. Works when powered up with a berserk powerup too!
- CHANGED: Speaking of berserk, it now fully heals you.
- CHANGED: You now start with 100 bullets instead of 50.
- CHANGED: Replaced dual chainguns with a scrapped weapon idea from project uber. Teeny tiny miniguns that you can also throw like a grenade!
- CHANGED: The big fucking stunner’s projectile no longer hurts you.
- CHANGED: Also has a new altfire.

- FIXED: Revenant horror’s attack did no damage.
- FIXED: Forgot to add back the BFG pistol (slot 6)
- CHANGED: Demons and spectres now share the same monster types to choose from.
- CHANGED: Projectiles no longer go through ghost shotgunners.

ModOhFun! 1.1 gameplay:
https://www.youtube.com/watch?v=CEvWVpL75t8

MODOHFUN! V1.1 DOWNLOAD:
https://www.dropbox.com/s/fgoe8nwlmjl5k ... 1.pk3?dl=0


edit: Just realized that evil bfgs are a lost soul replacement when it was suppose to be the "puffy" enemy, whoops! Gonna fix that in 1.2
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Velaron
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Re: ModOhFun! (v1.1)

Post by Velaron »

Will there be a Zan version?
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SwiftFunk
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Re: ModOhFun! (v1.0)

Post by SwiftFunk »

Darsycho wrote:Why yes indeed!

INTRODUCING VERSION 1.1, A SUPER NEW VERSION WITH NEW THINGS AND MORE THINGS.


- ADDED: New title screen.
- CHANGED: The HUD is now better in widescreen'ded

- ADDED: Text on weapon pickups.
- ADDED: New weapons, such as a shell box that launches bouncy shells at enemies!
- ADDED: For now, partial invisibility spheres have been replaced with a extra damage sphere, since there’s no hitscan enemies anymore.
- ADDED: Fist now has an altfire, use some health to fire a projectile. Works when powered up with a berserk powerup too!
- CHANGED: Speaking of berserk, it now fully heals you.
- CHANGED: You now start with 100 bullets instead of 50.
- CHANGED: Replaced dual chainguns with a scrapped weapon idea from project uber. Teeny tiny miniguns that you can also throw like a grenade!
- CHANGED: The big fucking stunner’s projectile no longer hurts you.
- CHANGED: Also has a new altfire.

- FIXED: Revenant horror’s attack did no damage.
- FIXED: Forgot to add back the BFG pistol (slot 6)
- CHANGED: Demons and spectres now share the same monster types to choose from.
- CHANGED: Projectiles no longer go through ghost shotgunners.

ModOhFun! 1.1 gameplay:
https://www.youtube.com/watch?v=CEvWVpL75t8

MODOHFUN! V1.1 DOWNLOAD:
https://www.dropbox.com/s/fgoe8nwlmjl5k ... 1.pk3?dl=0


edit: Just realized that evil bfgs are a lost soul replacement when it was suppose to be the "puffy" enemy, whoops! Gonna fix that in 1.2
OH HELL YEAH BRO!
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