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

PostPosted: Tue Aug 01, 2017 6:43 am
by Facínora
haha hey man, I had you on my discord and I never realized you were the creator of this mod. I really liked to play and present it on my channel, even though I never played Undertale in my life.

I'm also glad you liked my video, people there seem to like it and the mod as well.

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

PostPosted: Tue Aug 01, 2017 10:30 am
by Whoah
Well shit. On one hand, I don't really like Undertale, but on the other hand, it looks sp00ky as all hell, and I should play it for the sheer skeleton-ness of it. Help I don't know what to do.

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

PostPosted: Tue Aug 01, 2017 10:48 am
by Captain J
Just keep play the mod although you don't like undertale, i guess? I don't like undertale anymore, but hey. At least i worked on this mod and i feel proud.

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

PostPosted: Tue Aug 01, 2017 11:45 am
by Ribo Zurai
Captain J wrote:At least i worked on this mod and i feel proud.


More like saved the mod. Your addon makes it look far better imo and I'm thankful for your job.

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

PostPosted: Tue Aug 01, 2017 12:19 pm
by Captain J
Ahh, don't mention it. I really loved your work also undertale stuff. So i was eager to support you and such. It's been very fun to work with ya.

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

PostPosted: Mon Aug 07, 2017 10:14 am
by Facínora
Captain J wrote:Ahh, don't mention it. I really loved your work also undertale stuff. So i was eager to support you and such. It's been very fun to work with ya.


I also made a video of Captain J's add-on as well. these wads are making me wanna try undertale despite of all the hate towards it.

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

PostPosted: Mon Aug 07, 2017 11:15 am
by DoomRater
People hate it because they personally didn't connect to the characters. Which is funny because the game lets you make a choice how you wanna deal with each and every one.

Spoiler:

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

PostPosted: Thu Aug 10, 2017 10:36 am
by Ethril
DoomRater wrote:People hate it because they personally didn't connect to the characters.

From what I've seen, people mostly seem to hate it because there's a vocal minority of fans that (still) won't shut up about it, thus causing the "entire fanbase is literally cancer so the game is bad too"* and "its just a dumb meme for loser babies or whatever like fnaf and minecraft"* nonsense. Happens to pretty much anything that's even remotely popular, although this was a rather extreme case.
*(not my opinions)

I don't think I've seen anyone who outright hated it after actually playing the game, although there are a decent amount who just didn't enjoy it very much, for varying reasons, which is fair.
Personally, I had a good time. Was definitely GOTY for me, though I can understand how it wouldn't be for everyone.

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

PostPosted: Thu Aug 10, 2017 3:36 pm
by DoomRater
I genuinely think whoever didn't have a good time with it should go back and make different choices until they're satisfied with the outcome. Just... don't get lost in the underground (a lot of the fans making fan content are still stuck down there, I'm not even joking)

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

PostPosted: Thu Jan 25, 2018 8:50 am
by Silentdarkness12
Ok, going to break the UT discussion to say that this mod doesn't seem to run particularly well with newer versions of GZDoom. None of the cvars seem to work, the console is getting spammed with "Music 'CDMonsterManipulation' Not Found", and also stamina doesn't recover over time.

EDIT: Ok, so, fixing it requires defining the ACS as a library. That is a thing that needs to be done. If mod dev is okay with it, I can put up a hotfixed version.

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

PostPosted: Thu Jan 25, 2018 11:47 am
by Ribo Zurai
Silentdarkness12 wrote:Ok, going to break the UT discussion to say that this mod doesn't seem to run particularly well with newer versions of GZDoom. None of the cvars seem to work, the console is getting spammed with "Music 'CDMonsterManipulation' Not Found", and also stamina doesn't recover over time.

EDIT: Ok, so, fixing it requires defining the ACS as a library. That is a thing that needs to be done. If mod dev is okay with it, I can put up a hotfixed version.


Go for it.

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

PostPosted: Thu Jan 25, 2018 11:55 am
by Silentdarkness12
Ribo Zurai wrote:
Silentdarkness12 wrote:Ok, going to break the UT discussion to say that this mod doesn't seem to run particularly well with newer versions of GZDoom. None of the cvars seem to work, the console is getting spammed with "Music 'CDMonsterManipulation' Not Found", and also stamina doesn't recover over time.

EDIT: Ok, so, fixing it requires defining the ACS as a library. That is a thing that needs to be done. If mod dev is okay with it, I can put up a hotfixed version.


Go for it.


http://www.mediafire.com/file/ribdks3252ylg7a/sans1.352.wad

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

PostPosted: Fri Jan 26, 2018 3:35 pm
by Silentdarkness12
@Ribo Zurai

Here's a thing I cobbled together.

Zermagurd reel mogolovonio mididididi

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

PostPosted: Mon Mar 08, 2021 1:11 pm
by smashbro596
how do i get the infinite mode to work? i still tire out once i reach a certain threshhold.

edit: i figured out the problem. both this mod and its addon need to be at the top of the load list.