Captain J wrote:Oh oh, whoops! I almost forgot, but Venom Bullet Box does not give you the actual Venom Ammo at all.
CanisLaticanis wrote:Some more buggy bits:
- The NKW's napalm canister firemode no longer does fire damage - only noticed because I was testing it with the Kreigsland enemies pack, and several of those have alternate deaths for being set alight. Seems to act like an explosive now, is this intentional?
- The descriptions for the Plasma Rifle's alt-fire still refer to its shots bouncing - this is actually wrong in v1.7 as well.
- The recharge meter on the assault rifle's plasma-missile launcher, when upgraded to have reduced charge time, doesn't fill up the full gauge - it goes to half instead. This is kinda weird because you can't fire it twice, but the UI seems to imply as much.
- Not a bug, but it'd be nice if there was a toggle to disable the auto-switch-back when using the assault rifle plasma launcher - I consistently switch back to it, thinking I have to switch fire modes to use the primary again, and end up not being able to shoot at all. Or perhaps switching fire modes should be disabled while it's on recharge?
ShockwaveS08 wrote:While you're at it, could you add the "Swap Dual Triggers" option that I mentioned a while back?
Here's some info, to refresh your memory:
Feature first appeared in Cola 3.
When enabled, it swaps the Fire and Alt-Fire functions whenever weapons are dual-wielded (in that mod's case, it's the Dual Riot Shotguns), so Fire will shoot the right-hand weapon, and Alt-Fire will shoot the left-hand weapon. It came in very handy for me, since I play anything Doom via my phone's Delta Touch app, which supports Bluetooth gamepads, with Fire bound to R2 and Alt-Fire to L2.
I also set the damagetype of any weapon that can harm you to a unique damagetype that harms you far less, because you can kill yourself easily even if you overcharged your health to an insane amount.
Rowsol wrote:You can use SelfDamageFactor in the player class for this purpose. No need for specific damage types anymore.
For my wish list, I'd like to see random upgrade kits (a cvar option). When you pick up an upgrade kit you get assigned a random weapon upgrade you don't have, for a weapon you have. I think this would greatly improve the replayability, for me at least. I've only played this a few hours but from my perspective, you should upgrade a single weapon fully and use it near constantly.
D3athStalker wrote:Rowsol wrote:You can use SelfDamageFactor in the player class for this purpose. No need for specific damage types anymore.
For my wish list, I'd like to see random upgrade kits (a cvar option). When you pick up an upgrade kit you get assigned a random weapon upgrade you don't have, for a weapon you have. I think this would greatly improve the replayability, for me at least. I've only played this a few hours but from my perspective, you should upgrade a single weapon fully and use it near constantly.
Thanks for the idea, now the plasma bombs can deal plasma damage
Also that upgrade idea sounds neat, might consider adding such feature in the next update.
But anyway, here's the patch that includes most of the stuff fixed (Just noticed that I forgot fixing Handgun's cock in crossed wield mode, smfh).
Link: https://mega.nz/#!A0hUyQKI!9GyxOk8jbjHF ... 4yyX9rBd6w
Alternate link: http://www.mediafire.com/file/6yhqyu3x5 ... v1.8.1.pk3
Gadosen wrote:Found a bug. Dual Shotguns doesn't reload in dual wielding mode when they have 8 shells in the chamber.
Though I still think you should look into the fact that they're creating dynamic lights even with both Software and OpenGL dynamic lights switched off, it seems slightly odd
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