High Noon Drifter v1.2 - Between God, the Devil, and a .500

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wildweasel
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by wildweasel »

As far as I recall being told, the "OH FUCK SKELETONS" in Demonsteele were only added because Brutal and its related mods _totally broke_ Demonsteele to begin with, solely by virtue of trying to replace the same actors. There's a ton of conflicts when you're dealing with a mod that replaces as much stuff as Brutal - even if the weapons aren't a part of that.
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affandede
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by affandede »

I checked the issue with latest version of GZ and it seems gone. My bad, sorry for acting like a prick.
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TerminusEst13
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by TerminusEst13 »

If something is broken and you can't play with a monster pack of choice, for future reference, it's probably better to report to me rather than jump to conclusions!

I don't bite. Promise.
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OneReloadLeft
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by OneReloadLeft »

Ok so I tried to launch high noon drifter with zdoom 2.6.1 and Gzdoom 2.0.0.5. In both cases it says: "no player classes defined".
I tried it with DOOM.wad, DOOM2.wad and Heretic.wad.

Any hint on how I can this get to work?
Accensus
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Accensus »

sigh viewtopic.php?f=48&t=32845

In other words, your (G)ZDoom version predates mankind.
Last edited by Accensus on Mon Apr 09, 2018 2:53 pm, edited 2 times in total.
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Wivicer
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Wivicer »

Use a newer build of gzdoom. The versions you are using don't support zScript, which is the language in which this mod is written.

EDIT: ninja'd
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by SiFi270 »

Hello everyone, I'd like to share this patch I made to make High Noon Drifter compatible with Pirate Doom. Please let me know if you find any issues while playing. One issue I already know of is the fact that the underwater wine bottles aren't properly replaced. But I swear I'll get to work on that as soon as I can.
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TerminusEst13
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by TerminusEst13 »

I could kiss you.
I've been wanting to make a patch for a while but stuff kept getting in the way.

I'll play it tomorrow, and if it's cool would you mind if I put it in the OP?
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by fakemai »

Just commenting to give an overdue big thank you since this is my #1 mod for when I want something simple and Doom-like in how it plays, but different. In terms of design and presentation it's among the best since all the weapons/items feel good to use and serve a purpose. Most surprising to me was the melee option was regularly used, since in most mods I've played it tends to feel weird, and leave you wide open to attack. Not an issue here. Also the starting handgun is just plain stylish on top of being a solid fallback weapon. I could go on but you get the point.
Spoiler:
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SiFi270
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by SiFi270 »

TerminusEst13 wrote:if it's cool would you mind if I put it in the OP?
Of course go right ahead.

EDIT: I changed the name and fixed the Pirachnotron so that it drops ammo Corzo can actually use. If you've got a game saved with the first version I uploaded then this probably won't work with that. Sorry.

EDIT2: Renamed the Demon's idle frames so they don't conflict with the steel armor.

EDIT3: Moved the file to Google Drive, fixed the UnderWine class thanks to Term, fixed any monsters that inherited from the original pirate demon.
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by thedeathrunner123 »

Hey, TerminusEst, whatever happened to on cosmic tides? (the space pirate)
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TerminusEst13
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by TerminusEst13 »

I've been focusing about 90% of my mapping efforts towards it.
I just stopped posting about them because I'm not good at mapping and seeing a constant stream of "abloobloobloo i hate this ;_;" posts would get very tiring very quickly.
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Captain J »

Shucks. But well, that's true. Mapping takes a lot of time and sometimes very glitchy in some area. And what do you mean by constant stream of 'i hate this hoobooboo'? Does haters bothering you again?
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by thedeathrunner123 »

OK. thx for the quick reply and i hope to see that mod soon! (or not soon, depends on when it will be done.)
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TerminusEst13
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by TerminusEst13 »

Captain J wrote:And what do you mean by constant stream of 'i hate this hoobooboo'?
I don't like my maps. That's pretty much the long and short of it.

But that's enough off-topic discussion; one thing I've been curious about for this is Strife.
Strife is the only big major iwad that still isn't really supported, and the community support for it has been...well, let's be honest, there's barely any mods for it. It's difficult to work with. But at the same time, the little completionist in me wants to give that one final hole a patch just to have it all in and done.

Impromptu show of hands, who among here actually cares much for Strife? Do you genuinely want to have another gameplay mod for it? Or would this convince you to actually give it a run?
For those interested, please cast an opinion here in this poll, I'm kind of waffling back and forth on it and I'm curious how much it'd really be something interesting for folks.
https://www.strawpoll.me/15841988
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