XParkour 2.2 (Xaser's old mod but it's new)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR 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.

Re: XParkour 2.0 (Xaser's old mod but it's new)

Postby The Purple Marine » Fri Nov 30, 2018 9:55 pm

I was itching to use slade... so I modded your mod a bit. I recolored the stock of the uzi, messed with the colors of the rifle, and I changed the reload anim on the autoshotgun. Idk why
You do not have the required permissions to view the files attached to this post.
User avatar
The Purple Marine
Might actually become active again
 
Joined: 28 Feb 2016
Location: Some forest somewhere

Re: XParkour 2.0 (Xaser's old mod but it's new)

Postby The Purple Marine » Sun Dec 09, 2018 8:33 pm

¿Este mod es muerto?
If it is dead, I suppose the mods should know so they can move it to the dead projects subforum.
It would be unfortunate, as I had some fun with this mod, but completely understandable. Regardless, thanks for making this! :)
User avatar
The Purple Marine
Might actually become active again
 
Joined: 28 Feb 2016
Location: Some forest somewhere

Re: XParkour 2.0 (Xaser's old mod but it's new)

Postby TDRR » Mon Dec 10, 2018 10:39 am

The Purple Marine wrote:¿Este mod es muerto?
If it is dead, I suppose the mods should know so they can move it to the dead projects subforum.
It would be unfortunate, as I had some fun with this mod, but completely understandable. Regardless, thanks for making this! :)


Oh you are so funny :x

No mod of mine is dead unless i give my word on it. I just forgot about this one :lol:

Updated, mostly a bugfix and balance patch. I think i made the Akimbo Sawed Offs spawn again?

EDIT: Thanks to wildweasel for clearing it out. Talking about forgetting mods, i forgot to update Skulltag Emulation AGAIN!
Last edited by TDRR on Mon Dec 10, 2018 10:53 am, edited 1 time in total.
User avatar
TDRR
A living work in progress
 
Joined: 11 Mar 2018
Location: Venezuela
Discord: TDRR#5820
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: Intel (Modern GZDoom)

Re: XParkour 2.0 (Xaser's old mod but it's new)

Postby wildweasel » Mon Dec 10, 2018 10:48 am

The Purple Marine wrote:¿Este mod es muerto?
If it is dead, I suppose the mods should know so they can move it to the dead projects subforum.
It would be unfortunate, as I had some fun with this mod, but completely understandable. Regardless, thanks for making this! :)

If it has a download link, it isn't dead.
User avatar
wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 16 Jul 2003

Re: XParkour 2.2 (Xaser's old mod but it's new)

Postby TDRR » Tue Dec 11, 2018 2:07 pm

Updated! Mostly cosmetic patch.

Spoiler: Changeloggy


Link in the first post
User avatar
TDRR
A living work in progress
 
Joined: 11 Mar 2018
Location: Venezuela
Discord: TDRR#5820
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: Intel (Modern GZDoom)

Re: XParkour 2.2 (Xaser's old mod but it's new)

Postby UnbornDecay25 » Wed Dec 12, 2018 9:59 am

Now THIS is the definetive way to play Parkour now. The update fixed everything I didnt like bout it and made all the weapons feel good to compensate. Now my only problems are with the original Parkour itself. Thanks man!
User avatar
UnbornDecay25
 
Joined: 30 Oct 2018

Re: XParkour 2.2 (Xaser's old mod but it's new)

Postby TDRR » Wed Dec 12, 2018 10:48 am

UnbornDecay25 wrote:Now THIS is the definetive way to play Parkour now. The update fixed everything I didnt like bout it and made all the weapons feel good to compensate. Now my only problems are with the original Parkour itself. Thanks man!


That's the nicest thing someone has ever said to one of my mods! Thanks.

But it's a mod that isn't 100% by me so... fission mailed
User avatar
TDRR
A living work in progress
 
Joined: 11 Mar 2018
Location: Venezuela
Discord: TDRR#5820
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: Intel (Modern GZDoom)

Re: XParkour 2.2 (Xaser's old mod but it's new)

Postby UnbornDecay25 » Mon Dec 24, 2018 12:28 pm

TDRR wrote:That's the nicest thing someone has ever said to one of my mods! Thanks.

But it's a mod that isn't 100% by me so... fission mailed


Eeehhhh, you did your best man. Take it with a grain of sugar.
User avatar
UnbornDecay25
 
Joined: 30 Oct 2018

Re: XParkour 2.2 (Xaser's old mod but it's new)

Postby Dklark » Tue Jan 15, 2019 12:44 pm

Is there a way to disable bullet casing/shell ejection? It can be quite inconsistent. Not to mention the akimbo ssg doesn't eject shells at all.
User avatar
Dklark
Keeping it classy
 
Joined: 08 Jan 2017
Location: HUH

Re: XParkour 2.2 (Xaser's old mod but it's new)

Postby TDRR » Tue Jan 15, 2019 3:40 pm

Dklark wrote:Is there a way to disable bullet casing/shell ejection? It can be quite inconsistent. Not to mention the akimbo ssg doesn't eject shells at all.


I was working a way to do this but toggles proved to be difficult. Is a separate patch that removes casings enough for you?

Yes i know casing spawning can be inconsistent depending on pitch but it's because of the really outdated method i used here, i may update it later.
User avatar
TDRR
A living work in progress
 
Joined: 11 Mar 2018
Location: Venezuela
Discord: TDRR#5820
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: Intel (Modern GZDoom)

Previous

Return to Gameplay Mods

Who is online

Users browsing this forum: Turnock and 16 guests