Combined_Arms v1.4: Red hot Blastmaster MK2 edition!

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Re: Combined_Arms v1.1: Red hot Blastmaster MK2 edition!

Postby ShockwaveS08 » Wed Aug 22, 2018 1:22 pm

Really enjoying the new release so far! Took me a while to get used to handling the Blastmaster MK2 itself, but when I realized you can use [AltFire] while "overheated" to keep on shooting, I decided to crank the difficulty up to the Ultra-Violence equivalent, and before I knew it, I was mowing down the Hellish hordes! Looking forward to the GMOTA update when it lands! :D

Played on...
App: Delta Touch (Google Play)
Port: GZDoom v3.5.0 Legacy
Game WAD: Doom Classic Complete (AKA WADSmooshed Doom)
Difficulty: Ultra-Violence
Class: Blastmaster MK2
Monster Set: Classic Doom
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Ripping and tearing on Android.
 
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Discord: Shockwave_S08#0859
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Re: Combined_Arms v1.1: Red hot Blastmaster MK2 edition!

Postby Someone64 » Wed Aug 22, 2018 1:37 pm

Major bug: you can't equip (and thus, use) crate weapons with the combined arms class. Only the master blaster is capable of using them.

EDIT: Restarting my GZDoom client fixed it. It seems to be inconsistent and I don't know what's causing it. What I did was use blaster master, switch to combined arms and changed maps, picking up a crate weapon it doesn't show up in my inventory no matter how many times I restart the map after.
EDIT2: Found what's causing it. If you burst fire your pistol WHILE picking up a crate weapon it will break. It's possible this may be the case with other weapons, too. In fact, this is happening with normal weapons. After I picked up an axe and threw it, I tried picking up a shotgun and it wouldn't show up either.
EDIT3: You can't pick up a whiplash shotgun at all apparently.
EDIT4: Okay last edit... I'm a moron and apparently Weapon Menu from m8f breaks this.
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Joined: 23 Feb 2016

Re: Combined_Arms v1.1: Red hot Blastmaster MK2 edition!

Postby RikohZX » Wed Aug 22, 2018 4:34 pm

Yeah, I discovered that pre-release. Force Universal Mode works fine, but the shotgun, super shotgun and rocket launcher equivalents don't cooperate otherwise with the Weapon Menu for being selected. They can still be selected traditionally by the weapon number keys, but not by scroll wheel or the menu.
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Re: Combined_Arms v1.1: Red hot Blastmaster MK2 edition!

Postby Combine_Kegan » Wed Aug 22, 2018 5:01 pm

I screwed up and the box of pocket revenants wasn't in the drop pool for the weapon crate, I just fixed that, my bad!
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Combine_Kegan
The GMOTA Guy
 
Joined: 19 Jan 2014
Location: Hopelessly stuck in the past

Re: Combined_Arms v1.2: Red hot Blastmaster MK2 edition!

Postby chronoteeth » Wed Aug 22, 2018 5:09 pm

honestly i love this mod compared to your other mods, its simple yet unique and it does things a lotta fun. it feels doom and different and I like that. sometimes it is nice to play something that isnt high concept for a weapon mod and this does it just right, gj yo
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Re: Combined_Arms v1.2: Red hot Blastmaster MK2 edition!

Postby Cryomundus » Wed Aug 22, 2018 6:57 pm

For some bizarre reason I can't seem to be able to use the altfire for the Cygnis Rocket Launcher despite having plently of ammo for it. Regular fire works just fine, but when I try and use the altfire, it acts as if there's no ammo and deselects it.

Edit: Okay so if I have just the Cygnis Rocket Launcher and I use alt-fire it just rapidly lowers and raises, as if it's trying to select another weapon.

If I have the shotgun as well, I'll just wind up using the shotgun's altfire instead.
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Joined: 31 Oct 2013

Re: Combined_Arms v1.2: Red hot Blastmaster MK2 edition!

Postby Baratus » Wed Aug 22, 2018 10:24 pm

Hells to the yes, I've been eagerly awaiting this update for months now. Congrats on the release! I haven't seen everything the mod has to offer yet but I'm having a ton of fun. The monster add-on is a nice unexpected bonus and it ramps up the difficulty quite a bit. And with two whole playerclasses I think my DooM playing habits just had some fresh new life breathed into it.

The monster add-on's sound effects are hilarious too btw, they're just ever so slightly silly and amusing.
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Re: Combined_Arms v1.2: Red hot Blastmaster MK2 edition!

Postby Combine_Kegan » Wed Aug 22, 2018 10:28 pm

I broke the Cygnis's altfire, my bad. V1.3 fixes that!
If I have to update again so soon for another minor thing like this I am going to eat my socks, sorry everyone.

Other than that I'm glad to see you guys are liking this
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Combine_Kegan
The GMOTA Guy
 
Joined: 19 Jan 2014
Location: Hopelessly stuck in the past

Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby Spaceman333 » Thu Aug 23, 2018 1:57 am

Holy shit one of the greatest classic mod got updated!
And it comes with a monster addon that can be loaded seperately even with other weapon mods too!

Woo : D
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Joined: 14 Oct 2016

Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby Someone64 » Thu Aug 23, 2018 4:23 am

Found a REAL bug this time. If you hold fire with the rocket launcher of the Blastmaster it will continue to fire normally even after it goes into venting mode. Letting go puts it into vent shotgun mode normally.
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Joined: 23 Feb 2016

Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby snarkel » Thu Aug 23, 2018 7:24 pm

Uh, found a pretty big bug. The default combined_arms rocket launcher can still fire without having any ammo
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Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby Combine_Kegan » Fri Aug 24, 2018 1:30 am

snarkel wrote:Uh, found a pretty big bug. The default combined_arms rocket launcher can still fire without having any ammo

Patched that in v1.3, though v1.3 has a different bug regarding the blastmaster's grenade launcher still being fired even after overheating it. But I'm waiting for a bit for any other bugs to pop up.
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Combine_Kegan
The GMOTA Guy
 
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Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby Dwailing » Fri Aug 24, 2018 1:59 am

Hey, just wanted to pop by and say that I'm enjoying the new update! Not exactly a "useful" post since I don't really have any balance suggestions or bug reports, but I figured it wouldn't hurt to let you know that I'm loving this. :D
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Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: ATI/AMD with Vulkan Support

Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby Combine_Kegan » Fri Aug 24, 2018 2:13 am

Dwailing wrote:Hey, just wanted to pop by and say that I'm enjoying the new update! Not exactly a "useful" post since I don't really have any balance suggestions or bug reports, but I figured it wouldn't hurt to let you know that I'm loving this. :D


You saying you're enjoying it helps as well. I appreciate that and I'll keep working on making this even better for all of you guys.
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Combine_Kegan
The GMOTA Guy
 
Joined: 19 Jan 2014
Location: Hopelessly stuck in the past

Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby Ts879 » Fri Aug 24, 2018 3:07 am

How do you summon crates in the game? I wanna test out the BFG type weapons.
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Joined: 02 Nov 2016

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