[Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

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Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

Postby wildweasel » Sat Oct 06, 2018 10:16 am

thedeathrunner123 wrote:is there any way to switch the fires (mouse 1 being shoot and mouse 2 being swing) without remapping the keys for primary and secondary fire?

You're probably going to have to do the workaround; setting up a trigger-flip is not a trivial thing to do, especially not to two entire arsenals and the input handler for special moves.
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Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

Postby SiFi270 » Sun Jan 06, 2019 7:57 am

In GZDoom 3.7.0 and 3.7.1, things like torches can no longer be destroyed, but attacking them constantly lets your combo meter build up all the way from fearless to slayer. Do you think it's worth releasing a small update just for that and also the fact that the max amount of armor tokens seems to have been 3 instead of 4 for a while? I probably should have mentioned the latter sooner but I'd somehow convinced myself that someone else already had. (and maybe they did)
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Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

Postby TerminusEst13 » Sun Jan 06, 2019 4:06 pm

I don't have a copy of 3.7.0 or 3.7.1 and can't update from 3.4.1, so any glitches that pop up for recent builds I'm not going to be able to verify and/or fix.
It looks like DemonSteele's starting to break apart at the seams in 3.7.1, unfortunately, since that's not the only issue. But I'm not going to be able to really do anything about it.

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Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

Postby Zhs2 » Sun Jan 06, 2019 4:18 pm

FWIW that particular issue in the video has been encountered elsewhere recently.
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Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

Postby fakemai » Mon Jan 07, 2019 3:25 am

Just chiming in to say that this is wildly inconsistent. Punches work, lightsaber doesn't but without building combo, sword builds combo without hitting, and it seems most other weapons don't destroy torches. This is true with the JIT or without.
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Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

Postby phantombeta » Mon Jan 07, 2019 7:50 am

For a bit of context, the thing in that video is because you're calling action specials when the weapon has been taken away - this used to work, but between 3.6 and 3.7 it started causing crashes, so that VM abort was added.
As for the torches thing, that's actually fixed in the latest master, and will be working in the latest release. I imagine that issue was due to a bug with the NODAMAGE flag introduced when Major Cooke refactored DamageMobj to make it not awful to change. These bugs weren't caught in the dev builds*, unfortunately, but Major Cooke already fixed them.

* (probably because people took Graf's warning not to release mods for devbuilds to mean "don't use dev builds ever again")
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