GAA1992 wrote:Outta curiosity, what map is this?
Fallingferret wrote:kinda sorta off topic. is armor in a working state currently, or is it still too early in current 1.6 to be functional?
Ascendingferret wrote:oof. having to sit through the intermission counter when you take an extended amount of time on a map. i adore the choice of sound effects for the menu and and intermission, though
Marrub wrote:Ascendingferret wrote:oof. having to sit through the intermission counter when you take an extended amount of time on a map. i adore the choice of sound effects for the menu and and intermission, though
Huh, could have sworn I'd made holding the use key speed it up. Must've screwed something up, will fix.
Frozenwolf150 wrote:When using the Doom RLA Monster Pack, the arch-vile replacer doesn't work properly (and leaves an error message in the console) so only normal arch-viles are encountered.
There is a long save delay after a few maps, depending on your character's level. It typically starts happening when you reach lvl 40.
Frozenwolf151 wrote:The Cyber-Mage's Mateba sprite looks odd, in that he appears to have a right hand coming out of his left arm holding the pistol.
Frozenwolf152 wrote:On rare occasions when spamming Cercle de la Mort, the magic spears that it summons can hang in the air instead of flying off and disappearing. Anything that touches them, including the player, dies instantly.
Frozenwolf153 wrote:The "EXPLOOSIONS" upgrade is very useful for max difficulty, but has somewhat inconsistent behavior. When ballistic rounds hit certain enemies like cacodemons and revenants they explode on impact, whereas with other enemy types they do normal damage and do not explode. The only way to reliably take advantage of this upgrade is to fire it at surfaces near enemies instead of at enemies themselves.
The Plasmatic Laser does zero damage if the "EXPLOOSIONS" upgrade is active.
Frozenwolf154 wrote:The Cyber-Mage's Ion Rifle is the only reloadable weapon that can't be manually reloaded, which is problematic because it has a slow reload time. The Auto Reload upgrade can mitigate this though.
Frozenwolf155 wrote:The C. Launcher for the Marine's Grenade Launcher isn't very user friendly. Using secondary fire to cycle through the modes, like with the Combat Rifle, would be preferable, since you can always just tap primary fire to fire individual rockets.
Frozenwolf156 wrote:Are there plans to offer upgrades for the Cyber-Mage's shotgun and the Marine's Super Shotgun? An assault shotgun type upgrade would be nice.
Frozenwolf157 wrote:Will the shop offer a wider variety of items and power-ups? At the very least it should offer healing items, which can become very rare in max difficulty.
Frozenwolf158 wrote:It would be helpful if the crosshair had a hit indicator that shows when a weapon has hit an enemy, similar to certain other mods.
Frozenwolf159 wrote:The Marine's final upgrade for the Omega Cannon is very hit or miss. Half the time, it immediately kills you upon firing. There should be a way to prevent it from emitting a ray directly back at the player for 1-2 seconds after firing.
Frozenwolf160 wrote:Also, it's odd that the Cyber-Mage can get his instant kill weapon early, whereas the Marine needs to shell out 2 billion credits.
Frozenwolf161 wrote:Overall, any mod that adds RPG elements to Doom gets my endorsement. Awaiting v1.6 with bated breath.
Fallingferret wrote:also i don't know if this has been brought up at any point(outside the thread), but BTSX E1 causes _Lith_PlayerUpdateCBIGUI to explode by picking anything up sometime after the 2 minute mark and checking the log. i can't really pin the time down, but it's run away in the middle every map without fail for me if i try to check the log, or mindlessly switch to that tab. jpcp, uacultra, and doom64 for doom2 have yet to explode on me.
Descendingferret wrote:also before i forget https://i.imgur.com/Y8hY9u9.png the map name always gets obscured on exit
Rapidlymovinginadownwardsdirectionferret wrote:https://i.imgur.com/WaJ68Xc.png
Marrub wrote:Frozenwolf159 wrote:The Marine's final upgrade for the Omega Cannon is very hit or miss. Half the time, it immediately kills you upon firing. There should be a way to prevent it from emitting a ray directly back at the player for 1-2 seconds after firing.
Er, what? It shouldn't ever be able to damage the player at all, what the hell? I'll have to check that out.
Marrub wrote:Fallingferret wrote:also i don't know if this has been brought up at any point(outside the thread), but BTSX E1 causes _Lith_PlayerUpdateCBIGUI to explode by picking anything up sometime after the 2 minute mark and checking the log. i can't really pin the time down, but it's run away in the middle every map without fail for me if i try to check the log, or mindlessly switch to that tab. jpcp, uacultra, and doom64 for doom2 have yet to explode on me.
That's strange, I've never had that issue, and I mainly test on BTSX. I'll see if I can reproduce it.
Spoiler:
fakemai wrote:@Marrub
I sympathize given that your mod has never been stable for me. It doesn't take long for crashes on entering a level, and starts happening sporadically before that. That said, if EE is actually working on a scripting framework it may well be more valuable to wait for it, or even helping develop it instead of doing a modified source port that will eventually be thrown away. Forking is always messy.
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