[spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
YukesVonFaust
Posts: 1342
Joined: Mon Feb 09, 2015 9:00 am
Location: in an undisclosed location that is the philippines

Re: [spooky] sans.

Post by YukesVonFaust »

sans.
also, where's the sock?
User avatar
Triple S
Posts: 330
Joined: Sun Nov 02, 2008 11:52 am

Re: [spooky] sans.

Post by Triple S »

YukesVonFaust wrote:sans.
also, where's the sock?
Still on the floor, of course.
User avatar
tsukiyomaru0
Posts: 295
Joined: Sat May 29, 2010 6:20 pm

Re: [spooky] sans.

Post by tsukiyomaru0 »

Could you fix it so it works with latest stable instead?
User avatar
YukesVonFaust
Posts: 1342
Joined: Mon Feb 09, 2015 9:00 am
Location: in an undisclosed location that is the philippines

Re: [spooky] sans.

Post by YukesVonFaust »

Triple S wrote:
YukesVonFaust wrote:sans.
also, where's the sock?
Still on the floor, of course.
Tell sans to pick it up, please.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [spooky] sans.

Post by wildweasel »

tsukiyomaru0 wrote:Could you fix it so it works with latest stable instead?
Go get the latest dev build instead, it's much less work than refactoring an entire mod.
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: [spooky] sans.

Post by Big C »

This is the most good time I've ever had having a bad time.
User avatar
phantombeta
Posts: 2084
Joined: Thu May 02, 2013 1:27 am
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Brazil

Re: [spooky] sans.

Post by phantombeta »

tsukiyomaru0 wrote:Could you fix it so it works with latest stable instead?
Here's a better idea: Get something that isn't ancient. (i.e. a dev build.)
Really, the dev builds can be more stable than the stable builds from what I've seen.
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [spooky] sans.

Post by Captain J »

bookmarked, and i hope papyrus is being so jelly about this.
User avatar
Exeor
Posts: 169
Joined: Mon Mar 16, 2015 3:05 pm
Location: Spain

Re: [spooky] sans.

Post by Exeor »

As an Undertale fan I really love your mod, I have enjoyed the first episode of Doom 1 playing on Ultra-Violence with this :lol:
The only thing that makes me upset is the current HUD, I never got properly fit in my resolution screen. Have you plans to update it? I would like to see the health/armor points in the bones bar :wink:
User avatar
Ribo Zurai
Posts: 872
Joined: Fri Jul 03, 2009 1:47 pm

Re: [spooky] sans.

Post by Ribo Zurai »

Exeor wrote:The only thing that makes me upset is the current HUD, I never got properly fit in my resolution screen. Have you plans to update it? I would like to see the health/armor points in the bones bar :wink:
The HUD is very tricky. I don't know how to make it look the same for everyone. Did you activate the option "Stretch HUD in Full Screen" in the HUD options? That's how I use it.
User avatar
Exeor
Posts: 169
Joined: Mon Mar 16, 2015 3:05 pm
Location: Spain

Re: [spooky] sans.

Post by Exeor »

Ribo Zurai wrote:
Exeor wrote:The only thing that makes me upset is the current HUD, I never got properly fit in my resolution screen. Have you plans to update it? I would like to see the health/armor points in the bones bar :wink:
The HUD is very tricky. I don't know how to make it look the same for everyone. Did you activate the option "Stretch HUD in Full Screen" in the HUD options? That's how I use it.
Yep, and it didnt work very well. If I disable the Stretch HUD function the keys, bones bar and weapon icons appear in the middle of my screen, but the keys appear behind of Sans' head if I enable it.
Spoiler:
Spoiler:
User avatar
Ribo Zurai
Posts: 872
Joined: Fri Jul 03, 2009 1:47 pm

Re: [spooky] sans.

Post by Ribo Zurai »

That's what I'm talking about. I will check what I can do.

how the hell do i sbarinfo
User avatar
tsukiyomaru0
Posts: 295
Joined: Sat May 29, 2010 6:20 pm

Re: [spooky] sans.

Post by tsukiyomaru0 »

I was able to fix myself, it's not that hard, you can do with Slade3 or Notepad easy by editing Decorate and doing some replaces like "//+dontthrust" "Thing_Damage(0,random(25,100),0)"
User avatar
Ribo Zurai
Posts: 872
Joined: Fri Jul 03, 2009 1:47 pm

Re: [spooky] sans.

Post by Ribo Zurai »

tsukiyomaru0 wrote:I was able to fix myself, it's not that hard, you can do with Slade3 or Notepad easy by editing Decorate and doing some replaces like "//+dontthrust" "Thing_Damage(0,random(25,100),0)"
Uhh, all you have to do is use the lastest build for GZDoom. You don't have to modify the mod itself. Considering what you just done will screw some of the attacks very badly. :|
User avatar
Major Cooke
Posts: 8170
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: [spooky] sans.

Post by Major Cooke »

tsukiyomaru0 wrote:I was able to fix myself, it's not that hard, you can do with Slade3 or Notepad easy by editing Decorate and doing some replaces like "//+dontthrust" "Thing_Damage(0,random(25,100),0)"
Why would you do this? Why would you EVER go on an older version?
Explain please.

I say this because you just broke his mod.
Last edited by Major Cooke on Sun Nov 01, 2015 1:53 pm, edited 1 time in total.
Post Reply

Return to “Gameplay Mods”