MetaDoom v5.2 "Klave" (Artipatch! p101)

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Re: MetaDoom v5.2 "Klave" (Artipatch! p101)

Postby ShockwaveS08 » Tue Jan 15, 2019 8:23 am

LOLANONIMUS wrote:Hey hi I wonder if there is combatibility with metedoom or can do combatibility for doom touch not the delta touch but if there is no can not do it?


I'm pretty sure that ZScript can't be done in GZDv1.8.6 and GZDv2.1pre. For Delta Touch, you'll need to run the "dev" build of GZDoom, which is currently v3.6.0_Legacy, IIRC.
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Re: MetaDoom v5.2 "Klave" (Artipatch! p101)

Postby Kinsie » Tue Jan 15, 2019 3:52 pm

LOLANONIMUS wrote:Hey hi I wonder if there is combatibility with metedoom or can do combatibility for doom touch not the delta touch but if there is no can not do it?
Ain't happening.

EDIT: For actual elaboration - Doom Touch is several years old (and thus, several years out of date) by this point, on account of being superceded by Delta Touch. In addition, I can't claim any support for Android-based ports because I don't have any Android devices and as such can't test on them. Sorry, but them's the brakes.
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Re: MetaDoom v5.2 "Klave" (Artipatch! p101)

Postby LOLANONIMUS » Sun Jan 20, 2019 11:00 pm

Hey tanks very tanks
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Re: MetaDoom v5.2 "Klave" (Artipatch! p101)

Postby dbj87jb » Mon Jan 21, 2019 11:32 am

Downloaded the latest version. This is the best Doom Mod out there!

One issue I've noticed however even with the most recent version of GZDoom, is that it crashes whenever I've got a Hell Hound (or similar Dog) attached & try to use it's melee attack, it has no issues with secondary fire (just throw the enemy & it explodes).
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Re: MetaDoom v5.2 "Klave" (Artipatch! p101)

Postby wildweasel » Mon Jan 21, 2019 11:37 am

dbj87jb wrote:Downloaded the latest version. This is the best Doom Mod out there!

One issue I've noticed however even with the most recent version of GZDoom, is that it crashes whenever I've got a Hell Hound (or similar Dog) attached & try to use it's melee attack, it has no issues with secondary fire (just throw the enemy & it explodes).

What sort of crash? If it's a Very Fatal Error (with a crash log), post a bug in our Bugs forum. If it's a VM abort, what's the exact error?
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Re: MetaDoom v5.2 "Klave" (Artipatch! p101)

Postby Kinsie » Mon Jan 21, 2019 11:43 pm

wildweasel wrote:
dbj87jb wrote:Downloaded the latest version. This is the best Doom Mod out there!

One issue I've noticed however even with the most recent version of GZDoom, is that it crashes whenever I've got a Hell Hound (or similar Dog) attached & try to use it's melee attack, it has no issues with secondary fire (just throw the enemy & it explodes).

What sort of crash? If it's a Very Fatal Error (with a crash log), post a bug in our Bugs forum. If it's a VM abort, what's the exact error?
Figured out how to reproduce this.
Image

I'll have a poke and see if it's my fault before i start hassling developers about it.

EDIT: Not my fault (I think), bug report filed. Thanks for the heads-up!
EDIT 2: Issue is marked as fixed, should work fine in the next GZDoom release.
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Re: MetaDoom v5.2 "Klave" (Artipatch! p101)

Postby namsan » Sat Jan 26, 2019 7:02 am

I played new version of your mod, and I can safely say you made the Machinegun much more satisfying to use :D
I love it.
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Re: MetaDoom v5.2 "Klave" (Artipatch! p101)

Postby Dxd » Sun Feb 10, 2019 7:22 pm

Not sure what it is exactly, but enemies that shoot bullets, their projectiles only go straight foward, not up or down, so if an enemy above me were to shoot the bullet would go right over me. Anything you know that can fix it?
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Re: MetaDoom v5.2 "Klave" (Artipatch! p101)

Postby Kinsie » Sun Feb 10, 2019 9:42 pm

Dxd wrote:Not sure what it is exactly, but enemies that shoot bullets, their projectiles only go straight foward, not up or down, so if an enemy above me were to shoot the bullet would go right over me. Anything you know that can fix it?
A_CustomMissile is bugged in 3.7.2. It's fixed in the next engine release.

In the meantime, I've find/replaced most instances of A_CustomMissile to A_SpawnProjectile, which should fix the issue. Give the devbuild of the mod in the OP a spin and see how that goes.
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