TOO MANY SUPER SHOTGUNS 1.1

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Panzermann11
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Re: TOO MANY SUPER SHOTGUNS LAST BETA V15!!!

Post by Panzermann11 »

I have a problem.

When I fire the Red Hot Shotgun, it doesn't fire fireballs. It just fires nothing and therefore the shotgun is useless. Can you please fix this?

EDIT: I found out the source of the problem. The fireballs are from ZScript and not from Decorate. I'm using ZDoom Beta and ZDoom doesn't support ZScript.
Last edited by Panzermann11 on Sun Feb 19, 2017 11:40 pm, edited 3 times in total.
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Bread Knight
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Re: TOO MANY SUPER SHOTGUNS LAST BETA V15!!!

Post by Bread Knight »

Finder153 wrote:I have a problem.

When I fire the Red Hot Shotgun, it doesn't fire fireballs. It just fires nothing and therefore the shotgun is useless. Can you please fix this?
Well its already fixed my son all you have to do is use the latest dev gzdoom build and then it's fixed.
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Bread Knight
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Re: TOO MANY SUPER SHOTGUNS LAST BETA V15!!!

Post by Bread Knight »

NEW FUCKING BUILD HOLY SHIT
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MaxRideWizardLord
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Re: TOO MANY SUPER SHOTGUNS 1.1

Post by MaxRideWizardLord »

How do I get gaben and that awesome lightning gun by the way??
Roozy1999
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Re: TOO MANY SUPER SHOTGUNS 1.1

Post by Roozy1999 »

Tried to launch it with GZDoom g2.4pre-693-g4a87a59 and it crashes. Fuck it. I can go ahead and get a different mod with my BARE HANDS!
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wildweasel
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Re: TOO MANY SUPER SHOTGUNS 1.1

Post by wildweasel »

Roozy1999 wrote:Tried to launch it with GZDoom g2.4pre-693-g4a87a59 and it crashes. Fuck it. I can go ahead and get a different mod with my BARE HANDS!
How about some more information, more than "it crashes"? For example, does it give you an error message?
Roozy1999
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Re: TOO MANY SUPER SHOTGUNS 1.1

Post by Roozy1999 »

How about some more information, more than "it crashes"? For example, does it give you an error message?
Nope, it doesn't give me an error message. It's just the voxel models and these need to be run at ZDoom. But, could I delete the voxels?
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wildweasel
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Re: TOO MANY SUPER SHOTGUNS 1.1

Post by wildweasel »

I'm not sure I understand. What exactly happens? Can you describe that for me?
Roozy1999
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Re: TOO MANY SUPER SHOTGUNS 1.1

Post by Roozy1999 »

When I remove the voxels, and saved it as TMSS_WithoutVoxels.pk3 and ran it with GZDoom g2.3.2 because the development build crashes. So it is runnin' fine and-- Yey-yeh!
Good job,
Bread Knight :wink:
Roozy1999
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Re: TOO MANY SUPER SHOTGUNS 1.1

Post by Roozy1999 »

Also, SkullTag is broken with other versions, so use GZDOOM or ZDOOM!
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DoomUzi
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Re: TOO MANY SUPER SHOTGUNS 1.1

Post by DoomUzi »

Damn this mod is a masterpiece.
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Captain J
 
 
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Re: TOO MANY SUPER SHOTGUNS 1.1

Post by Captain J »

For real, Skulltag is abandoned and way too old. Try out Zandronum, it's another version of Skulltag that keep updates.
Roozy1999
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Re: TOO MANY SUPER SHOTGUNS 1.1

Post by Roozy1999 »

For real, Skulltag is abandoned and way too old. Try out Zandronum, it's another version of Skulltag that keep updates.
Zandronum is broken too, so try GZDOOM or ZDOOM!
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Captain J
 
 
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Re: TOO MANY SUPER SHOTGUNS 1.1

Post by Captain J »

Because Zandronum is still different than GZdoom/Zdoom. So some mods might not working by running it. Make sure you know!
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Bread Knight
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Re: TOO MANY SUPER SHOTGUNS 1.1

Post by Bread Knight »

please why do you people like this mod so much.... its bad code, errors everywhere, unfinished stuff and overall just not gud...also if you want something that is a tad bit better you can go check out HELL RAIDER viewtopic.php?f=43&t=55742 . its also a mod im workin on...ok bai
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