Which is totally fine. I hope the mod maker takes a look at this post to fix the mod.Ed the Bat wrote: Or, if the mod maker wasn't prompting a critical error by trying to perform A_Give/Take/JumpifInventory on a class that doesn't inherit from Inventory, it would work in an up-to-date build. The fact this causes a critical error when it didn't in the past must mean Graf or another dev felt it was necessary and important.
Nature's Call [1.3] Now on Mod DB!
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Hellser
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Re: Nature's Call [1.0]
- Ed the Bat
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Re: Nature's Call [1.0]
Fun fact: The root of this problem is all because of what the first error mentions -- two classes using the same name.
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Re: Nature's Call [1.0]
putting the P in PWAD i see......
Re: Nature's Call [1.0]
My mistake, folks. I renamed an actor right before posting, thinking it wouldn't conflict with anything. Silly me - the first post has been updated.
- Ed the Bat
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Re: Nature's Call [1.0]
Just spotted another bug. The chainsaw no longer has a weaponslot assigned to it, so it can't readily be selected again once the player puts it down.
- Slax
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Re: Nature's Call [1.0]
Hold reload on fist. Let's call it... uh, an easter egg?
Or maybe it's just a bug. Yeah.
Or maybe it's just a bug. Yeah.
Spoiler: aslo
Re: Nature's Call [1.0]
^ O wow, that is a pretty interesting bug.
So far that's 2 bugs between that and the chainsaw.
So far that's 2 bugs between that and the chainsaw.
Re: Nature's Call [1.0]
Actually, it's neither. It was a function used for testing purposes. I forgot to remove that, so thanks for sharing!Slax wrote:Hold reload on fist. Let's call it... uh, an easter egg?
Or maybe it's just a bug. Yeah.
Missed that one, too. Thanks, I'll upload another fix shortly.Ed the Bat wrote:Just spotted another bug. The chainsaw no longer has a weaponslot assigned to it, so it can't readily be selected again once the player puts it down.
EDIT: Both issues are now fixed.
Re: Nature's Call [1.0]
The chainsaw one's not really that big an issue to fix.
Speaking of the mod, what better way to humiliate those pain-in-the-ass revs than to piss on 'em. Archies, too.
Speaking of the mod, what better way to humiliate those pain-in-the-ass revs than to piss on 'em. Archies, too.
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Re: Nature's Call [1.0]
As a fan of postal 2, I approve this mod concept.
- SoulCircle
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Re: Nature's Call [1.0]
Am I the only one so immature, that I could not stop laughing for most of the video then for a good 5 minutes afterwards? Good job, man. This will be a treat.
- Captain J
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Re: Nature's Call [1.0]
Primitive and wild physiological movement, give them a nature brown and yellow! They'll need them to understand how to use them.
Anyway, hope it works on every monster mods, heheheh.
Anyway, hope it works on every monster mods, heheheh.
Re: Nature's Call [1.0]
Yes, it should work with every monster aside from the cyberdemon, spider mastermind, and the secret level enemies. It was a convoluted and tedious process, so let me know if you find something wrong!
Thanks, it was my pleasure making it!SoulCircle wrote:Am I the only one so immature, that I could not stop laughing for most of the video then for a good 5 minutes afterwards? Good job, man. This will be a treat.
Re: Nature's Call [1.0]
If you do decide to update it further, I figured there should be something about the vomiting, such as causing a vomit chain reaction.
Edit: Found another bug. Apparently, cacodemons just drop dead after being pissed on, rarely triggering their throwing-up animation.
Edit: Found another bug. Apparently, cacodemons just drop dead after being pissed on, rarely triggering their throwing-up animation.
Re: Nature's Call [1.0]
Ok,let's be serious:Download look broken...