Artman2004 wrote:1 error while parsing DECORATE scripts. You know how to fix this?
Thorogrimm wrote:I just loaded the mod up and for some reason the weapons/hands aren't showing up?
Marrub wrote:Thorogrimm wrote:I just loaded the mod up and for some reason the weapons/hands aren't showing up?
Which class are you playing as? Only Marine and Cyber-Mage are implemented.
Thorogrimm wrote:Marrub wrote:Thorogrimm wrote:I just loaded the mod up and for some reason the weapons/hands aren't showing up?
Which class are you playing as? Only Marine and Cyber-Mage are implemented.
It's on all the classes.
Mister Neauxbauxdeay wrote:I just playtested 1.6.2 on MAP03 of Cchest2 with GzDoom 4.3.2 and I fought James Vanglorium (Lv48 phantom) as a soldier class character. Even after I emptied 100+ health bars worth of his HP, constantly hitting him for about an hour with various weapons and from a spot that made it difficult or impossible for him to hit back, it still wasn't anywhere near enough to bring him down. With this, I can't help but think there needs to be some kind of upper limit on enemy HP, even for those foes who are supposed to be improbably demanding. Any thoughts?
leodoom85 wrote:Marrub, found a bug. Using GZDoom 4.3.3 64-bit, if you press Tab to see the map, the game crash.
Tried with the available classes and it's 100% confirmed that does the crash........every single time.
Thorogrimm wrote:I can't seem to find weapon opacity anywhere and I've checked the menus/console, nothing
Marrub wrote:leodoom85 wrote:Marrub, found a bug. Using GZDoom 4.3.3 64-bit, if you press Tab to see the map, the game crash.
Tried with the available classes and it's 100% confirmed that does the crash........every single time.
Can't reproduce.
Marrub wrote:And is potentially compatible with most other monster mods. If there's something you want made compatible, feel free to ask.
Yebudoom wrote:Marrub wrote:And is potentially compatible with most other monster mods. If there's something you want made compatible, feel free to ask.
There's this cyberpunk-themed monsterpack called Cyberpack.
https://forum.zdoom.org/viewtopic.php?f=43&t=62268
It's not being updated anymore, and it's mostly just a fork of DoomKrakken's, but still, thematically it fits Lithium like no other. I played with them (Lithium + Cyberpack) a little and haven't encountered any bugs so far. Could there be some underlying problems with using both, that I don't see yet?
Also, Yholl's Rampancy. Another monster mod, that seems to fit Lithium like a glove. Again, they play well together, it seems, but maybe there are some problems I'm not aware of. Any insight?
Btw, Rampancy's robots don't give any mana to the Cyber-Mage, a least on the default settings. And that actually makes perfect sense.
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