[WIP][Enhancer Mod] 64k + [0.6]

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Re: [WIP][Enhancer Mod] 64k + [0.4]

Postby JohnnyTheWolf » Sun Jan 01, 2017 1:30 pm

At first, I failed to notice any difference about the new chaingun sprites, but then, I realised that was because I used the console command "give chaingun" to acquire the weapon early.

Anyway, I like the new chaingun model! However, I am not sure you have to refer to the original teleport effect as "Green Flash Thing"; how about just "Green Flash" or "Vanilla"?
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Re: [WIP][Enhancer Mod] 64k + [0.4]

Postby zrrion the insect » Sun Jan 01, 2017 2:57 pm

That's a pretty good idea. I hadn't though about it, but I'll change it to something else for the next update
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Re: [WIP][Enhancer Mod] 64k + [0.4]

Postby Mav3r1ck » Mon Jan 23, 2017 12:06 am

This is pretty awesome. I've been looking for a classic doom styled Unmaker with the demon keys.

I have a question. Will you also be making the demon key switches in classic doom style?
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Re: [WIP][Enhancer Mod] 64k + [0.4]

Postby zrrion the insect » Mon Jan 23, 2017 10:50 pm

What demon key switches are you referring to?
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Re: [WIP][Enhancer Mod] 64k + [0.4]

Postby Captain J » Tue Jan 24, 2017 1:41 am

Doom 64 one, maybe?
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Re: [WIP][Enhancer Mod] 64k + [0.4]

Postby Mav3r1ck » Tue Jan 24, 2017 4:46 pm

zrrion the insect wrote:What demon key switches are you referring to?


The switches used on the final level in doom 64 where there are three switches used to close the portals before the motherdemon spawns in the center of the map.
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Re: [WIP][Enhancer Mod] 64k + [0.4]

Postby JohnnyTheWolf » Tue Jan 24, 2017 7:55 pm

Weird visual issue: I am currently playing your mod with Master Levels for Doom II, specifically the level CANYON (hard to tell, because the custom HUD hides the map's title in the automap), and the flaming barrels are all... shaking? Like, they keep moving left and right, and I have never noticed anything like that with any other mod.
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Re: [WIP][Enhancer Mod] 64k + [0.4]

Postby zrrion the insect » Tue Jan 24, 2017 9:13 pm

It might be a load order issue? I don't have the master levels, so I can't test that on my end. I'll also see if I can do anything about the map name being obscured.
@Mav3r1ck: these sound like a map thing, so I probably won't do them for this project.
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Re: [WIP][Enhancer Mod] 64k + [0.4]

Postby JohnnyTheWolf » Tue Jan 24, 2017 9:38 pm

I could try to see if I am experiencing the bug with other vanilla mapsets. Do you know of maps that feature flaming barrels? It would greatly speed things up for me.
Last edited by JohnnyTheWolf on Tue Jan 24, 2017 10:32 pm, edited 2 times in total.
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Re: [WIP][Enhancer Mod] 64k + [0.4]

Postby Mav3r1ck » Tue Jan 24, 2017 9:39 pm

Just curious, thought it would be kinda cool since the demon artifacts also double as keys.
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Re: [WIP][Enhancer Mod] 64k + [0.4]

Postby JohnnyTheWolf » Tue Jan 24, 2017 10:39 pm

Okay, I think I have resolved my issue. Like you said, it might have had something to do with a load order, as loading master.wad (the custom mapset containing all Master Levels) after your mod seems to have done the trick. Weird, as I never experienced such problem before despite the many mods I have been playing with.

Anyway, another visual issue I noticed is that the Cyberdemon always seems to drop a rotating rocket launcher, even though I have disabled item rotation.
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Re: [WIP][Enhancer Mod] 64k + [0.4]

Postby zrrion the insect » Wed Jan 25, 2017 12:14 am

That is weird. I'll look into that. It probably skips the call that checks for rotation when dropped, which should be an easy fix.
EDIT: I accidentally included a second spawn state, and that was breaking things. It has been fixed on my end and will be fixed in the next version as well.
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Re: [WIP][Enhancer Mod] 64k + [0.4]

Postby zrrion the insect » Thu Feb 09, 2017 7:50 pm

I've been busy toiling away in the SBARINFO mines and will soon have a faster, radder, and more adequate alpha-style HUD.
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Re: [WIP][Enhancer Mod] 64k + [0.4]

Postby Yholl » Thu Feb 09, 2017 10:21 pm

zrrion the insect wrote:I've been busy toiling away in the SBARINFO mines and will soon have a faster, radder, and more adequate alpha-style HUD.
Oooooh, I like, I like. Much approval for the hud!
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Re: [WIP][Enhancer Mod] 64k + [0.4]

Postby Captain J » Fri Feb 10, 2017 1:21 am

Smooth and flawless, also looks friendly-akin to Alpha doom!
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