Re: Lt. Typhon v2: massive guns
Posted: Sun Jul 07, 2019 2:44 am
No, I just wanted to add the stereotypical cigar of badassery, then figured i may as well make it useful I did take inspiration from Trailblazer for the cigar butt projectile thoTesculpture wrote:All in all, this mod is going awesome - the Cigar being my favourite new addition; it has great synergy with the Golden Armour. It wouldn't happen to inspired by the Cigarettes item in Metal Gear Solid 1, per chance?
That's a grappling hook, if you see anything like that in the mod and you don't know what it does, just go ahead and use it nothing ventured, nothing gained lolTurin Turambar wrote:What's this "3"?
https://i.imgur.com/jtGKP18.png
Thanks J, I saw that when it came out and was pleased that even though he missed about half the mod's content he was still impressedCaptain J wrote:Super Congratulations, Skelegant! Icarus himself played the mod and made review of it!
You need to load Typhon after any other mods. To switch huds just hit - or =, I assume you're in fullscreen mode at the moment so hit -Molt3n wrote:Hey there, first of all. Amazing mod. Got drawn to this place by 1carus.
Onto the problem. So i'm having some trouble playing it as intended, i think the issue is easily fixed but uh... I'm kinda new to this so forgive me if i'm being dumb. Simply, it's a graphical glitch. Firing the machine gun and the Rocket launcher makes them switch between vanilla assets and mod asset. Audio played when firing said weapons still sseems to be correct. Any ideas what might cause this?
Also, while i'm already being dumb i'll toss in another one. I see that you are using a custom hud. How do i switch to it or things like it in other mods? Thank you for your patience.
Midnight king hit the nail on the head That's exactly why I added the baby caco, not only is it a fun and helpful companion but it helps show that Typhon isn't a heartless killing machine, she's a protective and caring killing machine just like Doomguy. I was considering adding a pet pinky as well but i'll hold off on that idea til i find a useful way to implement it without making the game too easy. Helpers can detract from the challenge of maps but it's just so cosy and fun cruising around a doom map with friendly monsters helping you outQuickWolfPT wrote:You know what i think Typhon needs? A pet. I know it's dumb but I think it would help sell the idea of under all that muscle being a heart of gold that wants to protect what's important to her (similar to doomguy with Daisy). Either way i'm loving playing this mod and hope to see more, thanks and have a good day
I could add a cvar to have either marines or bonus stuff spawn, I did reduce the amount of marines but there's still a lot, and they do get stuck a lot lolRex705 wrote:I have never been much of a fan of the captured marines in any mod and turn them off. In here they get stuck a lot and just run wild. I find tons of them all over some times even multiple in the same room. I just avoid them but it's sad when they show up in a secret area that could have been a useful item. An option to turn them off or swap for something else would be nice.
Aah, i wondered why you'd use ZDL. Didn't occur to me at all that load order was a thing in doom modding so i had to fiddle around with ZDL a bit to fully understand it but now everything works as it should. So thank you very much for the help and pointers, it's always appreciated!Skelegant wrote:You need to load Typhon after any other mods. To switch huds just hit - or =, I assume you're in fullscreen mode at the moment so hit -
Since you're new here, if you don't mind I'll give you a few extra pointers Make sure to bind altfire and reload (the Outsider revolver uses reload and most weapons have an altfire), press enter to use the grappling hooks, cigar or MRE (they're the little yellow icons). For sharper graphics go to options/display/opengl options and mess around with the filters there, i have most of them turned off cuz i like crispy pixels
Oh my bad i haven't encountered them yet sorrySkelegant wrote:Midnight king hit the nail on the head That's exactly why I added the baby caco, not only is it a fun and helpful companion but it helps show that Typhon isn't a heartless killing machine, she's a protective and caring killing machine just like Doomguy. I was considering adding a pet pinky as well but i'll hold off on that idea til i find a useful way to implement it without making the game too easy. Helpers can detract from the challenge of maps but it's just so cosy and fun cruising around a doom map with friendly monsters helping you outQuickWolfPT wrote:You know what i think Typhon needs? A pet. I know it's dumb but I think it would help sell the idea of under all that muscle being a heart of gold that wants to protect what's important to her (similar to doomguy with Daisy). Either way i'm loving playing this mod and hope to see more, thanks and have a good day
Spoiler: