Slayer's Rampage — v1.9c

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Post Reply
theroguemonk
Posts: 152
Joined: Tue Nov 05, 2019 4:58 am
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Re: Slayer's Rampage (04 November 2019)

Post by theroguemonk »

its hard to be the doom guy man how many mods do ihe have to be in.... he must be the most amazing soldier in the universe of non reality universes
User avatar
Hellstorm Archon
Posts: 1176
Joined: Sun Oct 24, 2010 7:37 pm
Preferred Pronouns: They/Them
Location: 404 Error- Location of User Not Found
Contact:

Re: Slayer's Rampage (04 November 2019)

Post by Hellstorm Archon »

Quick bug report:

The Cacodemon still spawns red gibs when gibbed despite having blue blood.
The Hell Knight still spawns red gibs when gibbed despite having green blood.
It seems like the Arachnotron doesn't trigger the A_BossDeath state when gibbed.

Every monster that doesn't have red blood still leaves behind a pool of red blood when killed.
User avatar
Alamo985
Posts: 27
Joined: Sat Mar 09, 2019 10:36 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Slayer's Rampage (04 November 2019)

Post by Alamo985 »

Just a bug report.
I'm currently using Delta Touch dev modern and the mods spit out error around the MBlur.fp
Seems like the Motion Blur mod needs a rework or something...
User avatar
Endie
Posts: 227
Joined: Thu Mar 16, 2017 7:34 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Somewhere in the void

Re: Slayer's Rampage (04 November 2019)

Post by Endie »

Thanks for letting me know
User avatar
Endie
Posts: 227
Joined: Thu Mar 16, 2017 7:34 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Somewhere in the void

Re: Slayer's Rampage (12 November 2019)

Post by Endie »

Updated!
Spoiler:
User avatar
bingojohnson
Posts: 24
Joined: Tue Mar 12, 2013 8:29 am

Re: Slayer's Rampage (12 November 2019)

Post by bingojohnson »

This new update is not working on GZDoom 3.8.2, it throws zcript errors about Nashgore and Tiltplusplus. Works fine on 4.2.4, tough.
User avatar
Endie
Posts: 227
Joined: Thu Mar 16, 2017 7:34 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Somewhere in the void

Re: Slayer's Rampage (12 November 2019)

Post by Endie »

That's because it requires newer builds of GZDoom, such as 4.2.X..
i should update this info in the 1st page.
User avatar
Endie
Posts: 227
Joined: Thu Mar 16, 2017 7:34 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Somewhere in the void

Re: Slayer's Rampage (12 November 2019)

Post by Endie »

Updated
The link in the 1st page is working!
Spoiler:
User avatar
SiFi270
Posts: 451
Joined: Tue Feb 10, 2015 2:51 am
Location: Does anyone put a serious answer here?

Re: Slayer's Rampage (15 November 2019)

Post by SiFi270 »

I'm not completely sure this is what happened, but I think I telefragged a zombie and his xdeath animation stopped before it was finished.

...hold up, I'm sharing a screenshot to demonstrate that something's not moving. I'm a dummy.

Also, the pickup message for the BFG still calls it the 9000 rather than the 11000. On the brighter side, I think switching to Nashgore has done wonders for this mod.
jablon1000
Posts: 62
Joined: Thu Jul 06, 2017 8:09 am

Re: Slayer's Rampage (15 November 2019)

Post by jablon1000 »

Hi. I tried your mod and its pretty good i think. But please buff double barelled shotgun because feel kinda redundant compared to 2 other guns. Some nice altfire or quad barell will do the job. Also player get to much granades and rockets, compared to HAR/turret ammo. Some more magnum ammo also would be nice. Good luck with working on your mod.
User avatar
Mister Neauxbauxdeay
Posts: 62
Joined: Sun Apr 26, 2015 7:52 am
Location: Time traveled to 1940s

Re: Slayer's Rampage (15 November 2019)

Post by Mister Neauxbauxdeay »

After firing bullets from the Rampage Incarnate, I just happened to notice that the ejected bullet casings walk around on the ground while spinning their sprites vertically as they're moving. Those things are supposed to just stay put after being ejected from the gun, yes?
User avatar
Endie
Posts: 227
Joined: Thu Mar 16, 2017 7:34 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Somewhere in the void

Re: Slayer's Rampage (15 November 2019)

Post by Endie »

that's actually a glitch

it happens mostly in elevators. Though i have an idea to fix it
User avatar
Mister Neauxbauxdeay
Posts: 62
Joined: Sun Apr 26, 2015 7:52 am
Location: Time traveled to 1940s

Re: Slayer's Rampage (15 November 2019)

Post by Mister Neauxbauxdeay »

Endie wrote:that's actually a glitch

it happens mostly in elevators. Though i have an idea to fix it
Seems reasonable, seeing that the last place where I saw this was just a few minutes ago in Community Chest 2 Map10 in that lowering floor trap section just on the other side of the red key door.
User avatar
Endie
Posts: 227
Joined: Thu Mar 16, 2017 7:34 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Somewhere in the void

Re: Slayer's Rampage — v1.0!

Post by Endie »

Updated! The download button in the first page should be working!
Spoiler:
TheOldKingCole
Posts: 245
Joined: Wed Jan 30, 2019 7:12 pm

Re: Slayer's Rampage — v1.0!

Post by TheOldKingCole »

So I want to make a custom zmovement patch for this mod, but I can't find where the player data is located?
Post Reply

Return to “Gameplay Mods”