ModOhFun! 4.0 - SUPER MEGA SUPREME ULTIMATE VERSION

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Gorec
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Re: ModOhFun! (v1.1)

Post by Gorec »

while playing this i realised that there is no ssg so i used different versions of gzdoom but still no good result
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Darsycho
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T&WRAYGRY*H#U$NETB^$Y@EBUWSPQWTEQWVCTQWEQWE

Post by Darsycho »

That's fixed in the new version: The version 1.2 of stuff!

ModOhFun v1.2:

- ADDED: Several new weapons, such as “magic” weapons which have an altfire to summon ally totems from tier2 enemy corpses. Requires a special ammo type obtained from killing tier2 or tier3 enemies with magic weapons.

- ADDED: New monsters, like an enemy summoning archvile variant.
- ADDED: Cybermage can now heal enemies, kill it quickly!

- CHANGED: You get more ammo on easy difficulty.
- CHANGED: Living bfg balls no longer explode on normal death, only when they do a suicide attack.
- CHANGED: The shootycubus has been replaced by a guest appearance from DO-TIMS, the sausagequatch! Behaves pretty much the same as the shootycubus.
- CHANGED: Mangiant’s slaves will stand still for a bit after they attack, making it easier to hit them.
- CHANGED: Mangiant no longer reflects projectiles back at you.

- FIXED: Accidentally made evil bfgs a lost soul replacement when it was suppose to be the “puffy” enemy.
- FIXED: Super shotguns did not appear at all.
- FIXED: Slimcubus was a chaingunner replacement, but didn’t drop a chaingun on death.
- FIXED: Allied monsters would attack monster spawners.
- FIXED: Apparently hellsworn marines were able to resurrect their own kind.

Screenshots and Tumblr post:
http://darsycho.tumblr.com/post/1616164 ... ffmodohfun

MODOHFUN 1.2 DOWNLOAD:

https://www.dropbox.com/s/wep5eo9tmu9py ... 2.pk3?dl=0

I’ll update the wiki page of modohfun soon.
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Hetdegon
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Re: ModOhFun! (v1.2)

Post by Hetdegon »

Heh, I don't know how I managed to overlook this mod for so long. It's quite insane in a good way, good job!
Dalse
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Re: ModOhFun! (v1.2)

Post by Dalse »

I've played a bit. The ideas are really good and inovative, but many enemies are too frustating to fight against. I have some suggestions to make it fair , or at least be implemented at easier difficulties.

- Too many enemies release projectiles when hit or dieing , making close quarters combat impossible without getting damaged.

- The explosive punch skeleton explosions should only have its area of damage restricted to the sprite, its almost impossible to dodge them because of its weird radius!!

- Plasma skeleton missles should not be homing! Since the area of explosion when hit the ground makes very hard to dodge.

- I have a feeling the shotgun weapons damage are too low for its ammo cost. Maybe the shell pickups should have more ammo and its limit increased?

- Maybe reduce the projectile speed of the monsters , and have its current speed on hard.

- Is the green barrels a imp replacement? Its damage is too high and does not have a wind-up.

Anyway, I admit I am a bit salty because of the projectile speed in the normal difficulty and other things , so if I need to git gud and why , tell me.
a.dusty.taco
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Re: ModOhFun! (v1.2)

Post by a.dusty.taco »

what version of zdoom would this require to play? Or can it even play with zdoom. This mod looks amazing and i would love to give it a spin. It dosen't seem to work with version 2.8.1or 3.0 which are the versions i have. And the alpha version of this mod,The request to download it fails. Unknown why. Plz help.
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Darsycho
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Re: ModOhFun! (v1.2)

Post by Darsycho »

HELLO FOLKS HOWDY FOLKS GREETINGS FOLKS THERES A NEW MODOHFUN HERE FOR YOUR BRAIN.



https://www.dropbox.com/s/8kjor5o6w81tg ... 0.pk3?dl=0
Spoiler: CHANGELOG HOLY DINGOLANGOS
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Silentdarkness12
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Re: ModOhFun! (v2.0) - NEW STUFF, NEW GUNS, NEW YES.

Post by Silentdarkness12 »

Now this is a good April Fool's Day joke. The joke that it's real.
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Combine_Kegan
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Re: ModOhFun! (v2.0) - NEW STUFF, NEW GUNS, NEW YES.

Post by Combine_Kegan »

You're a bastard for making those barrels. That is all.
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Marisa the Magician
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Re: ModOhFun! (v2.0) - NEW STUFF, NEW GUNS, NEW YES.

Post by Marisa the Magician »

Yes this pleases me.

Btw someone suggested we should have modbabies.
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Darsycho
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Re: ModOhFun! (v2.1) - Lotsa changes and fixes.

Post by Darsycho »

Welcome to 2.1 yay.

https://www.dropbox.com/s/91ignmle4i3jp ... 1.pk3?dl=0
Spoiler: changelogzo
Suggestions, bugs, and whatnot? Lemme know, ya winger dingers!
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RedoLane
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Re: ModOhFun! (v2.1) - NEW STUFF, NEW GUNS, NEW YES.

Post by RedoLane »

Nothing of that sort for now, but just wanna tell you how many laughs I've had while playing the new version.
A cookie for you!
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EddieMann
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Re: ModOhFun! (v2.1) - NEW STUFF, NEW GUNS, NEW YES.

Post by EddieMann »

Darsycho wrote:Welcome to 2.1 yay.

https://www.dropbox.com/s/91ignmle4i3jp ... 1.pk3?dl=0
Spoiler: changelogzo
Suggestions, bugs, and whatnot? Lemme know, ya winger dingers!

Some guns keep being off-centered for some reason in every wad I play with it. I wish I could still use [img] BBCode.
I suggest throwing in all the other sausagequatch monsters from Do-tims and maybe even a compatibility patch for it?



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

Post by Darsycho »

That's strange, what version of gzdoom are you using?
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EddieMann
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Re: ModOhFun! (v2.1) - NEW STUFF, NEW GUNS, NEW YES.

Post by EddieMann »

Darsycho wrote:That's strange, what version of gzdoom are you using?
3.3.2, yet for some reason it works perfectly well with 3.2.5.
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TDRR
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Re: ModOhFun! (v2.1) - NEW STUFF, NEW GUNS, NEW YES.

Post by TDRR »

Zandronum compatibility when?
...Never? Well i guess i'm on my own :)

That new plasma fist looks cool, and the uber boxes look real fun!
Now, what about a marine-gun that fires tiny berserk marines?
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