Slayer's Rampage — v1.9c
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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.
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.
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- Posts: 152
- Joined: Tue Nov 05, 2019 4:58 am
- Graphics Processor: nVidia (Modern GZDoom)
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Re: Slayer's Rampage (04 November 2019)
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
- Hellstorm Archon
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Re: Slayer's Rampage (04 November 2019)
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.
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.
Re: Slayer's Rampage (04 November 2019)
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...
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...
- Endie
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Re: Slayer's Rampage (04 November 2019)
Thanks for letting me know
- Endie
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Re: Slayer's Rampage (12 November 2019)
Updated!
Spoiler:
- bingojohnson
- Posts: 24
- Joined: Tue Mar 12, 2013 8:29 am
Re: Slayer's Rampage (12 November 2019)
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.
- Endie
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Re: Slayer's Rampage (12 November 2019)
That's because it requires newer builds of GZDoom, such as 4.2.X..
i should update this info in the 1st page.
i should update this info in the 1st page.
- Endie
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Re: Slayer's Rampage (12 November 2019)
Updated
The link in the 1st page is working!
The link in the 1st page is working!
Spoiler:
- SiFi270
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Re: Slayer's Rampage (15 November 2019)
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.
...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.
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Re: Slayer's Rampage (15 November 2019)
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.
- Mister Neauxbauxdeay
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Re: Slayer's Rampage (15 November 2019)
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?
- Endie
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Re: Slayer's Rampage (15 November 2019)
that's actually a glitch
it happens mostly in elevators. Though i have an idea to fix it
it happens mostly in elevators. Though i have an idea to fix it
- Mister Neauxbauxdeay
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Re: Slayer's Rampage (15 November 2019)
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.Endie wrote:that's actually a glitch
it happens mostly in elevators. Though i have an idea to fix it
- Endie
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Re: Slayer's Rampage — v1.0!
Updated! The download button in the first page should be working!
Spoiler:
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- Joined: Wed Jan 30, 2019 7:12 pm
Re: Slayer's Rampage — v1.0!
So I want to make a custom zmovement patch for this mod, but I can't find where the player data is located?