Kira's Bizarre Adventure

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Skelegant
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Location: All over the walls and floor of E2M8

Re: Kira's Bizarre Adventure

Post by Skelegant »

I think I fixed it, try it now if you like. It works fine for me so if it throws another error at you let me know :D
Bloxxer23 wrote:Hey there Mr. Skelegant! I am using the Zandronum version and D - Touch. The chainsaw was still there and I don't have 10 KQ Coins at the start of a map. Is it a bug? Very niceu on the pickup messages and the pistol sprites! Thanks a lot!
Nah, I just haven't updated the zandronum version yet. I'll get to it at some point soon though :P
Bloxxer23
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Joined: Sat Jan 14, 2017 8:41 am
Location: The Multiverse

Re: Kira's Bizarre Adventure

Post by Bloxxer23 »

Oh ok. Thought it was a glitch. Also, make a JoJo mod (any JoJo you like) pleeease? :D
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NantoCodd
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Re: Kira's Bizarre Adventure

Post by NantoCodd »

The quickfix worked! Thanks!
mikecari
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Joined: Sat Mar 04, 2017 7:15 pm

Re: Kira's Bizarre Adventure

Post by mikecari »

Great update dude, your DIO mod looks really awesome too.
mikecari
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Re: Kira's Bizarre Adventure

Post by mikecari »

mikecari wrote:Great update dude, your DIO mod looks really awesome too.
I tested it today actually and the coin flip attack seems to be borked.

Very odd glitch.
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Skelegant
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Re: Kira's Bizarre Adventure

Post by Skelegant »

That's happened before, it's more than likely an issue on your end. Have a muck about with the settings (like autoaim) and let me know if you get it working
HolyHeadcrab
Posts: 28
Joined: Fri Jan 20, 2017 6:22 am

Re: Kira's Bizarre Adventure

Post by HolyHeadcrab »

It seems like the recent versions of GZDoom have broken any physics-based weapons in the WADs I've played. I just decided not to update until I figure out the problem.
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Rachael
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Re: Kira's Bizarre Adventure

Post by Rachael »

How so? We can't fix the problem if we don't know what it is. That's why there's a tracker and why we keep asking for examples.
HolyHeadcrab
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Re: Kira's Bizarre Adventure

Post by HolyHeadcrab »

Rachael wrote:How so? We can't fix the problem if we don't know what it is. That's why there's a tracker and why we keep asking for examples.
I'm not really sure what to search for on the tracker, but if there's nothing there I just make a report of my own, right?
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Rachael
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Re: Kira's Bizarre Adventure

Post by Rachael »

That is correct.

Besides, better to have a duplicate, than no report at all.
mikecari
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Re: Kira's Bizarre Adventure

Post by mikecari »

>mfw getting the Killer Queen powerup.
Image

Also how do you use Bite Za Dusto in the new version?
It doesn't seem to trigger when I try to use it.
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Skelegant
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Re: Kira's Bizarre Adventure

Post by Skelegant »

It requires at least 500 KQ coins to work (I should probably give some indication of that in-game)
It skips the current map, which, while not accurate to the comic, is at least more useful than teleporting you to the beginning of the map
Zuco
Posts: 1
Joined: Sun Aug 13, 2017 4:25 pm

Re: Kira's Bizarre Adventure

Post by Zuco »

Somehow, i try to drag the Kira's bizzare adventure to the gzdoom.exe, the application runs and only detects freedoom1 and 2, but no the mod, help please?
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wildweasel
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Re: Kira's Bizarre Adventure

Post by wildweasel »

Zuco wrote:Somehow, i try to drag the Kira's bizzare adventure to the gzdoom.exe, the application runs and only detects freedoom1 and 2, but no the mod, help please?
Select one of the two to be the "base" game. The mod will load on top of it.
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Tele-Soul
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Re: Kira's Bizarre Adventure

Post by Tele-Soul »

If it's not too much trouble, could we have a track listing for the music mod at some point? Some of the tracks are so familiar, yet it can be a bit difficult to place the name.
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