Ultra-Crispy (25/07/19) I update... again!

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JohnnyTheWolf
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Joined: Mon Oct 05, 2015 8:37 am

Re: Ultra-Crispy (25/07/19) I update... again!

Post by JohnnyTheWolf »

Perfectly understandable! I just thought I'd ask.

Any chance of a small update for Ultra Crispy to fix the sprite issues (i.e. Heretic's Torch, cutoff Cursed Heart sprite) in the near future, though?
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ClessxAlghazanth
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Re: Ultra-Crispy (25/07/19) I update... again!

Post by ClessxAlghazanth »

Hi

I don't know if you're still working on Ultra Crispy , but this error comes up and game is terminated after playing a while (with Colorful Hell)

This is my go-to Blood mod since it is flexible and allows playing wit Blood weapons combined with monster mods

Best regards
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JohnnyTheWolf
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Re: Ultra-Crispy (25/07/19) I update... again!

Post by JohnnyTheWolf »

Hey, since this thread is getting bumped, I feel like reporting another (in my case, small) issue myself:

Throwing a remote mine (the Autoshotgun's secondary fire) into a liquid surface (lava, slime, water, red water, etc.) causes it to disappear and the ammo used for that purpose go to waste.

Dynamite bundles, however, do not suffer from that problem and can be placed basically anywhere.
JohnnyTheWolf
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Re: Ultra-Crispy (25/07/19) I update... again!

Post by JohnnyTheWolf »

Does someone know how to prevent the Blood explosive barrels from spawning in place of the vanilla barrels? When more than a dozen of the formers explode at the same time, I experience a massive performance lag.
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kalensar
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Re: Ultra-Crispy (25/07/19) I update... again!

Post by kalensar »

JohnnyTheWolf wrote:Does someone know how to prevent the Blood explosive barrels from spawning in place of the vanilla barrels? When more than a dozen of the formers explode at the same time, I experience a massive performance lag.


Open in an archive manager or SLADE. Folder Actors -> Folder Various -> open CB-Effects.txt -> cntrl F "Explosive Barrel" Or scroll clear to the bottom.

Then just change the text of "ACTOR CBRandomBarrel : RandomSpawner replaces ExplosiveBarrel" to "ACTOR CBRandomBarrel //: RandomSpawner replaces ExplosiveBarrel" .

This will turn the barrels back to normal. Just add the two forward slashes to right before the colon. This is called commenting out, and it also turns off that section of the code without deleting it on that line only. Because the Replaces section gets turned off it turns off all the rest of that ACTOR without harming anything else.
crispybarrel.png
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JohnnyTheWolf
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Re: Ultra-Crispy (25/07/19) I update... again!

Post by JohnnyTheWolf »

Woah! So it is really that easy, huh? :shock:

Much obliged!
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kalensar
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Re: Ultra-Crispy (25/07/19) I update... again!

Post by kalensar »

JohnnyTheWolf wrote:Woah! So it is really that easy, huh? :shock:

Much obliged!


Its only easy in the effect that I had to manually hunt for the barrel code, but cntrl F with the proper ACTOR name is the fast way of doing that. SLADE makes things super easy for modding in most cases.
JohnnyTheWolf
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Re: Ultra-Crispy (25/07/19) I update... again!

Post by JohnnyTheWolf »

Out of curiosity, I tried playing REKKR: Sunken Land with Ultra Crispy. It plays surprisingly well, minus some visual glitches, missing sounds, a few weapons and items that do not spawn and a softlock at the beginning of E1M2. Any plans to update Ultra Crispy to include compatibility with REKKR now that it has become an official member of the Doom Engine family?
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Dr_Cosmobyte
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Re: Ultra-Crispy (25/07/19) I update... again!

Post by Dr_Cosmobyte »

Never tried it, in all honesty. But hey, why not? I believe i owe this mod a revisit. Bad thing is, i'm without a working PC to get my modding routine back, so i'm taking my time to detox from Doom while answering doubts here and there. ;)
JohnnyTheWolf
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Re: Ultra-Crispy (25/07/19) I update... again!

Post by JohnnyTheWolf »

Bummer. :?

But hey, while you are here, I wanted to ask you: you said the mod was compatible with Hacx, but when I tried to give a shot, I find myself playing with Hacx's vanilla arsenal instead.

What am I doing wrong?
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Ac!d
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Re: Ultra-Crispy (25/07/19) I update... again!

Post by Ac!d »

JohnnyTheWolf wrote:the mod was compatible with Hacx, but when I tried to give a shot, I find myself playing with Hacx's vanilla arsenal instead.
What am I doing wrong?


Because you need Hacx 2.0 (hacx2.wad) to play with this mod.
JohnnyTheWolf
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Re: Ultra-Crispy (25/07/19) I update... again!

Post by JohnnyTheWolf »

There is a Hacx 2.0?!? :o

Where can I get it? The Doom wiki page does not give any links to it and I was under the impression that the project had been on hiatus for at least a decade now.
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Ac!d
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Re: Ultra-Crispy (25/07/19) I update... again!

Post by Ac!d »

JohnnyTheWolf
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Re: Ultra-Crispy (25/07/19) I update... again!

Post by JohnnyTheWolf »

Is that a trustworthy website? It looks a bit sketchy.
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Ryuhi
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Re: Ultra-Crispy (25/07/19) I update... again!

Post by Ryuhi »

JohnnyTheWolf wrote:Is that a trustworthy website? It looks a bit sketchy.

I see commercial WADs on it so I'm going to say you probably shouldn't use it.

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