Thanks to you and Erick for getting these out there! I've been enjoying finding suitable ways to integrate some of this stuff into this mod, and comparing sprites between Java and iOS versions... some odd changes there!Gerardo194 wrote:My brother @Erick194 (Erick in ZDoom forums) told me that the release of the Id mobile graphics have gotten to ZDoom forums. Glad to know this! This was a big effort of Erick to figure them out years ago. We are working on a mod of all these id mobile titles for GZDoom, it's amazing. You can check it out as well. Currently working on Master Edition Doom for the PlayStation.
Fixed.whatup876 wrote:* The mobile nazi's make enemies and maybe even the player drop health when they're kicked.
Fixed kicks and player punches snapping the player's view towards their aggressor.whatup876 wrote:* When that nazi kicks them, he makes them go to the side? Like he just kicked me from my right side rather than from my front.
Fixed. I typoed the sprite filename like a goof.whatup876 wrote:* I tried summoning the figurines from the console and the Doom 64 one is invisible: you can pick it up but not see it.
Kinetic Mine
An experiment in automated defense mechanisms, the Kinetic Mine attaches to whatever solid surface it hits using powerful steel claws before activating a 360-degree array of sensors to observe its surroundings. Once an enemy is detected within range, the mine arms a powerful explosive warhead before physically launching itself at the target, saving them the trouble of having to step on it.
The Kinetic Mine activates upon hitting a surface, and is extremely illegal on Earth, but as mankind has travelled into the stars, international treaties have yet to catch up...
Fixed, thanks for the heads-up. Was a hee-larious typo that resulted in the fancy togglable replacements script entering an endless loop trying to replace pre-placed Cacodemon corpses with themselves.ShockwaveS08 wrote:Bug Report, regarding Ultimate Doom/WADSmooshed Doom: When entering E2M9, "Fortress of Mystery", from the secret exit in E2M5, the game crashes hard back to the desktop (or Delta Touch launcher, in my case), with no error message, after hanging for at least a solid minute.
Kinsie wrote:Fixed, thanks for the heads-up. Was a hee-larious typo that resulted in the fancy togglable replacements script entering an endless loop trying to replace pre-placed Cacodemon corpses with themselves.ShockwaveS08 wrote:Bug Report, regarding Ultimate Doom/WADSmooshed Doom: When entering E2M9, "Fortress of Mystery", from the secret exit in E2M5, the game crashes hard back to the desktop (or Delta Touch launcher, in my case), with no error message, after hanging for at least a solid minute.
VM Execution Aborted: Tried to read from Address Zero.
Called from MetaCodex_Menu. Ticker at metadoom-dev.pk3:zscript/codex/metacodex_menu.zsc, line 515
Don't use the GZDoom Alternate HUD.AvzinElkein wrote:Another thing: no matter how many of an inventory item you have, the inventory claims you have 0 of that item.
Kinsie wrote:Don't use the GZDoom Alternate HUD.AvzinElkein wrote:Another thing: no matter how many of an inventory item you have, the inventory claims you have 0 of that item.
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