Re: Zagemod (v1.3.4 Released, Page 14)
Posted: Sat Jun 29, 2019 5:12 pm
Just confirmed that the S3 Plasma Rifle's altfire does not alert enemies when used, even though the main fire mode does that bit just fine.
Fixed, thanks for the report. Looking at the code, that looks like it's been broken since release. Download's been updated with the hotfix.Mister Neauxbauxdeay wrote:Just confirmed that the S3 Plasma Rifle's altfire does not alert enemies when used, even though the main fire mode does that bit just fine.
Unfortunately, no, I can't fix this. I think what's going on is that I'm using a feature only available in recent GZDoom builds that Delta Touch doesn't support. I recommend downloading the latest official GZDoom release.LOLANONIMUS wrote:[EDIT]I'm new to attach
Haven't thought about it, no. Might be worth looking into. Either that, or a CVAR that just disables them entirely. I'll have to think on it.ShockwaveS08 wrote:Any plans on implementing a CVAR that either...
1) limits the amount of blood and gibs on the map at any given time
or
2) makes the excess gibs fade away after a configurable timed delay?
Not a bug, see changelog. Armor bonuses only replenish to 199% now while wearing green armor, to guarantee that the player is able to pick up the Mega Armor if found, without having to damage themselves. While wearing Mega Armor, it will replenish to 200%.Kaptin wrote:I found bug armor bonuses regular ones refills your armor at 199% instead 200%
Wouldn't be better just add ability to double press space to pick up blue armor? when you have 200% Also i would suggest adding scavenger mod so ammo boxes won't give you only 2 bulletssilentzora wrote:Not a bug, see changelog. Armor bonuses only replenish to 199% now while wearing green armor, to guarantee that the player is able to pick up the Mega Armor if found, without having to damage themselves. While wearing Mega Armor, it will replenish to 200%.Kaptin wrote:I found bug armor bonuses regular ones refills your armor at 199% instead 200%
Only way that can be fixed is to write a patch that adds the Dopefish back in. Heer Sergeant by itself does not replace it, but rather, a Nazi spawner, which will spawn one of I think eight variants.Dwailing wrote:Hey, just a small thing, but in the megaWAD Doom 2 the Way id Did (https://www.doomworld.com/idgames/level ... ads/d2twid) the Heer Sergeant replaces the Dopefish in MAP32 and kinda breaks the map since it A: is way easier than the Dopefish and B: doesn't trip the trigger for the level to end. The other custom enemies in MAP31 seem to work just fine, so it's probably just a conflict caused by Zagemod overriding the enemy D2TWiD is trying to replace with the Dopefish.
I figured that was the problem. No worries. It's the nature of doing monster replacements via DeHackEd patches. Might I suggest adding an option to disable Nazi variants to fix both this and other issues potentially caused by DeHackEd patches? Kinsie did that in Metadoom and it seems a very elegant solution to the problem instead of trying to patch every single mod which replaces Nazis. Your call, of course; I have no idea how much work this would require, so just consider this one guy's two cents.silentzora wrote:Only way that can be fixed is to write a patch that adds the Dopefish back in. Heer Sergeant by itself does not replace it, but rather, a Nazi spawner, which will spawn one of I think eight variants.Dwailing wrote:Hey, just a small thing, but in the megaWAD Doom 2 the Way id Did (https://www.doomworld.com/idgames/level ... ads/d2twid) the Heer Sergeant replaces the Dopefish in MAP32 and kinda breaks the map since it A: is way easier than the Dopefish and B: doesn't trip the trigger for the level to end. The other custom enemies in MAP31 seem to work just fine, so it's probably just a conflict caused by Zagemod overriding the enemy D2TWiD is trying to replace with the Dopefish.
The current dev build features an option to disable blood and gore. Is there a particular reason as to why queueing monsters might be necessary? Monster spawning doesn't work like it does in Hexen.DabbingSquidward wrote:I thought I replied this before. There's the sv_corpsequeuesize CVar, with the default value being 64. It originally came from Hexen, due to the respawning enemies, to prevent too many corpses on the map at any given time. You can use this for more than just corpses, like gibs and other clutter. Just put A_QueueCorpse somewhere in a state. Just don't forget that the state mustn't loop, or else one item will count as multiple or fill up the whole queue all by itself.
The Ettin and EttinMace actors for reference:
https://zdoom.org/wiki/Classes:Ettin
https://zdoom.org/wiki/Classes:EttinMace
Edit: For monsters resurrected by Arch-Viles, put A_DeQueueCorpse in their raise states.