Nature's Call [1.3] Now on Mod DB!

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Hellser
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Re: Nature's Call [1.0]

Post by Hellser »

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.
Which is totally fine. I hope the mod maker takes a look at this post to fix the mod. :)
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Ed the Bat
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Re: Nature's Call [1.0]

Post by Ed the Bat »

Fun fact: The root of this problem is all because of what the first error mentions -- two classes using the same name.
Funky Gnoll
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Re: Nature's Call [1.0]

Post by Funky Gnoll »

putting the P in PWAD i see......
MrJohnny
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Re: Nature's Call [1.0]

Post by MrJohnny »

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.
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Ed the Bat
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Re: Nature's Call [1.0]

Post by Ed the Bat »

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.
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Slax
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Re: Nature's Call [1.0]

Post by Slax »

Hold reload on fist. Let's call it... uh, an easter egg?
Or maybe it's just a bug. Yeah.
Spoiler: aslo
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JimpArgon
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Re: Nature's Call [1.0]

Post by JimpArgon »

^ O wow, that is a pretty interesting bug.

So far that's 2 bugs between that and the chainsaw.
MrJohnny
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Re: Nature's Call [1.0]

Post by MrJohnny »

Slax wrote:Hold reload on fist. Let's call it... uh, an easter egg?
Or maybe it's just a bug. Yeah.
Actually, it's neither. It was a function used for testing purposes. I forgot to remove that, so thanks for sharing!
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.
Missed that one, too. :roll: Thanks, I'll upload another fix shortly.

EDIT: Both issues are now fixed.
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Re: Nature's Call [1.0]

Post by dljosef »

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.
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Re: Nature's Call [1.0]

Post by mumblemumble »

As a fan of postal 2, I approve this mod concept.
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SoulCircle
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Re: Nature's Call [1.0]

Post by SoulCircle »

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.
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Re: Nature's Call [1.0]

Post by Captain J »

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.
MrJohnny
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Re: Nature's Call [1.0]

Post by MrJohnny »

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!
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.
Thanks, it was my pleasure making it!
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dljosef
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Re: Nature's Call [1.0]

Post by dljosef »

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.
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ZioMcCall
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Re: Nature's Call [1.0]

Post by ZioMcCall »



Ok,let's be serious:Download look broken...
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