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

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
Zenon
Posts: 530
Joined: Thu Apr 20, 2006 6:05 pm
Graphics Processor: nVidia with Vulkan support
Location: New Zealand

Re: Nature's Call [1.1]

Post by Zenon »

Pompous Seed wrote:I apologize for stirring things up. :)
I take full responsibility.

My bad
MrJohnny
Posts: 212
Joined: Fri Aug 05, 2016 8:41 am

Re: Nature's Call [1.1]

Post by MrJohnny »

I got a PM from a user who was apparently having issues with filedropper, so I updated the first post with a mediafire link. Go nuts. :P
User avatar
GamingMarine
Posts: 27
Joined: Sun Oct 30, 2016 2:05 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Guarding the entrance to some base on Phobos

Re: Nature's Call [1.1]

Post by GamingMarine »

I'm running this MOD with GZDoom 2.3 pre (The most recent PRE build), and this MOD doesn't work.

The health bonuses, despite having custom pickup text and pickup sound, acts as a normal health bonus.

The hamburgers, which replace the armor bonuses, don't spawn, and causes the armor bonuses to not spawn at all.

Is there anything I'm doing wrong?

EDIT: I think I know the problem.
GZDoom is unable to run on my laptop with OpenGL Mode. That's most likely what's going on with my game.
Last edited by GamingMarine on Wed Mar 22, 2017 12:02 am, edited 1 time in total.
MrJohnny
Posts: 212
Joined: Fri Aug 05, 2016 8:41 am

Re: Nature's Call [1.1]

Post by MrJohnny »

I just downloaded the most recent development build of GZDoom (gzdoom-g2.3pre-306-gd36993a.7z) and tested the mod with both Doom I & II, yet I see no issues whatsoever. Since there are several iterations of GZDoom 2.3 pre, can you confirm that the mod works with the version specified above? Also, please note that hamburgers hardly spawn at all anyway. Are you also absolutely sure that the health bonuses do not take effect?
User avatar
DietDoritos
Posts: 1
Joined: Wed Feb 01, 2017 10:55 am
Location: Somewhere in good ol' 'Merica

Re: Nature's Call [1.1]

Post by DietDoritos »

Is there any way we can get Nature's Call off of a site OTHER than Mediafire? I'm using satellite internet and Mediafire hates it with a passion hotter than an Imp's fireballs.
MrJohnny
Posts: 212
Joined: Fri Aug 05, 2016 8:41 am

Re: Nature's Call [1.1]

Post by MrJohnny »

MrJohnny
Posts: 212
Joined: Fri Aug 05, 2016 8:41 am

Re: Nature's Call [1.2]

Post by MrJohnny »

Whew - been a while, huh? Well, at any rate... EXTREMELY LONG-OVERDUE UPDATE!

So apparently I made some very careless and absurd mistakes on day one of release... and I realized this only a few weeks ago. Everything should be fine now though! While I was at it, I added support for the Wolfenstein SS, too!
Spoiler: *barf*
Spoiler: Changelog (1.1 > 1.2)
I also updated the first post to make it a bit less cluttered and more comprehensible. Cheers!
Last edited by MrJohnny on Wed Oct 11, 2017 5:58 am, edited 1 time in total.
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: Nature's Call [1.2]

Post by Captain J »

Hooray! More toilet humors!... and that vomit looks rather detailed, gotta say. :laff:
User avatar
LossForWords
Posts: 672
Joined: Fri Jan 13, 2017 9:08 pm

Re: Nature's Call [1.2]

Post by LossForWords »

nature's call: giving the phrase "eat shit and die" a new meaning.
User avatar
SoundOfDarkness
Posts: 114
Joined: Tue Feb 28, 2017 5:53 pm
Location: at home

Re: Nature's Call [1.2]

Post by SoundOfDarkness »

I must be blind. I don't see a download link.
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: Nature's Call [1.2]

Post by Captain J »

It's on the first page!
User avatar
SoundOfDarkness
Posts: 114
Joined: Tue Feb 28, 2017 5:53 pm
Location: at home

Re: Nature's Call [1.2]

Post by SoundOfDarkness »

Yep, I was blind. I didn't realize that the word "Download" in Doom font is the link. :oops:
MrJohnny
Posts: 212
Joined: Fri Aug 05, 2016 8:41 am

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

Post by MrJohnny »

Hey guys, just threw up an update. Mostly just polish and stuff (the changelog is in the OP). Everything looks much nicer now, I think. Also, Nature's Call is now on Mod DB! No more pesky Mediafire links! Oh, and uh, apparently I have a habit of leaving bugs in. So yeah... just let me know if any of those pop up. ;P
User avatar
4thcharacter
Posts: 1183
Joined: Tue Jun 02, 2015 7:54 am

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

Post by 4thcharacter »

Does anyone have the 1.2 link?
Post Reply

Return to “Gameplay Mods”