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Re: [2.4] FINAL DOOMER +

Posted: Wed Jan 16, 2019 2:48 pm
by Setoncio
Hey, quick question about the mod's guts; why does it touch the keycards? It conflicts with SmoothDoom, since that one defines a "SmoothKeycard" actor for each one and apply a glow to them.

Re: [2.4] FINAL DOOMER +

Posted: Fri Jan 18, 2019 10:44 am
by Yholl
Setoncio wrote:Hey, quick question about the mod's guts; why does it touch the keycards? It conflicts with SmoothDoom, since that one defines a "SmoothKeycard" actor for each one and apply a glow to them.
All my mods have a shared keycard system for coop. When someone gets a key, all players will recieve the key.

Final Doomer touches all the items, so keys aren't the only thing altered.

Re: [2.4] FINAL DOOMER +

Posted: Wed Feb 13, 2019 4:34 pm
by Stephen312312
I found a bug: when picking up an invulnerability sphere, the screen goes black.

Re: [2.4] FINAL DOOMER +

Posted: Wed Feb 13, 2019 6:21 pm
by Blue Shadow
Stephen312312 wrote:I found a bug: when picking up an invulnerability sphere, the screen goes black.
Sounds familiar...

Re: [2.4] FINAL DOOMER +

Posted: Sun Apr 07, 2019 10:43 am
by john190
Is there an option where it disables the weaponless transition to the next level?
Like when I finish the level but then in the next level starts it takes my weapons away.

Re: [2.4] FINAL DOOMER +

Posted: Sun Apr 07, 2019 11:30 am
by john190
john190 wrote:Is there an option where it disables the weaponless transition to the next level?
Like when I finish the level but then in the next level starts it takes my weapons away.
Never mind I figured it out.

Re: [2.4] FINAL DOOMER +

Posted: Sun Apr 14, 2019 1:39 am
by CyborgParrot
Really good Weapons Mod, they fit so nicely with the WAD's they're made for! :D

It would nice if this had it's own Monster Sets to go with each Arsenal, and every Arsenal had it's own unique colored and patterned Glove Sprites like the TNT and AA Weapons do (example: Green Camoflage Gloves for Plutonia Arsenal).

Other than that it's a really good Mod.

Re: [2.4] FINAL DOOMER +

Posted: Fri May 31, 2019 2:12 pm
by Zaratul
Playing with Final Doomer HUD only for quite a while and i have a 2 suggestions:

-doomguy mugshot in lower left corner, over the health indicator
-berserk pack indicator just like in GZdoom hud

Re: [2.4] FINAL DOOMER +

Posted: Sat Jun 01, 2019 11:28 am
by Yholl
Zaratul wrote:Playing with Final Doomer HUD only for quite a while and i have a 2 suggestions:

-doomguy mugshot in lower left corner, over the health indicator
-berserk pack indicator just like in GZdoom hud
Hmm, not sure about the mugshot, but the berserk is definitely a good idea.

Re: [2.4] FINAL DOOMER +

Posted: Wed Jun 05, 2019 5:07 pm
by CasualScrub
Not trying to pester at all, just curious how progress on the mod has come along and if there's an estimation on next release.

Re: [2.4] FINAL DOOMER +

Posted: Wed Jun 05, 2019 5:47 pm
by Yholl
CasualScrub wrote:Not trying to pester at all, just curious how progress on the mod has come along and if there's an estimation on next release.

Re: [2.4] FINAL DOOMER +

Posted: Thu Jun 06, 2019 12:53 am
by Captain J
'Member Final Doomer ++? Ooooo I 'member!

EDIT: I'm joking, btw. Let us just not post off-topic stuff until the author tell us what is new first.

Re: [2.4] FINAL DOOMER +

Posted: Thu Jun 06, 2019 10:53 am
by SergeantDiggs
Excuse me, whaaaaaaaat?!

Re: [2.4] FINAL DOOMER +

Posted: Fri Jun 07, 2019 8:14 am
by Tesculpture
On the subject of Berserk, could you add an option for whether you auto-switch to melee on getting a B-Pack, like you have in LegenDoom?

Re: [2.4] FINAL DOOMER +

Posted: Fri Jun 07, 2019 6:47 pm
by Yholl
Tesculpture wrote:On the subject of Berserk, could you add an option for whether you auto-switch to melee on getting a B-Pack, like you have in LegenDoom?
Already did