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PostPosted: Sat Jun 25, 2005 9:26 pm
by chronoteeth
Well, not the oldest. Do you have the version after that? I think that bug is fixed after thatz0r.

PostPosted: Sat Jun 25, 2005 9:47 pm
by Kirby
nope. After that, I got the most recent stuff and just copied over that

PostPosted: Sat Jun 25, 2005 10:35 pm
by chaoscentral
wow... thats all there is to it. wow...

PostPosted: Sat Jun 25, 2005 10:49 pm
by BetaSword
The reloading thing seems to be working in the last version of Zdoomfu that used the .96 core... That's what I'm using it with now.

PostPosted: Sun Jun 26, 2005 5:17 am
by TomD666
http://tomd666.kiwibonga.com/zendyn_x.rar

Mirror for all those anti-fileshare or whatever peeps.

PostPosted: Sun Jun 26, 2005 5:24 am
by TomD666
BetaSword wrote:The reloading thing seems to be working in the last version of Zdoomfu that used the .96 core... That's what I'm using it with now.


Could you link us to that?

PostPosted: Sun Jun 26, 2005 6:22 am
by TheDarkArchon
KGZDoom works perfectly with this mod.

And this mod OWNS ALL.

PostPosted: Sun Jun 26, 2005 6:34 am
by Enjay
Wow! This is a pretty stunning mod well done. Indeed you are powerful.

Spoiler:


The weapons are great and the reload animations look fantastic too. I felt having to manually reload them was a bit of a pain, and I got caught out a bit too often. However, it wasn't too bad once I remapped the reload to an easier key for me to reach and got into the swing of it. Minor amusing point - if you "fire" a gun that needs to be reloaded (ie it doesn't fire) it will still wake up monsters. However, every time I did that, I swore, so I just assumed the monsters could hear me rather than the weapon. :biggrin:

I love the new palette too.

Note to status bar users: Go up to HUD view or you will not get on-screen feedback on how much ammo and how many bullets are in the loaded clip.

PostPosted: Sun Jun 26, 2005 6:41 am
by NiGHTMARE
Those particular creatures are Lil' White Mouse's work, I believe :).

PostPosted: Sun Jun 26, 2005 6:47 am
by Enjay
NiGHTMARE wrote:Those particular creatures are Lil' White Mouse's work, I believe :).


Aha! "Hellspawn", right?

PostPosted: Sun Jun 26, 2005 7:36 am
by Tormentor667
Nice piece :) I really enjoyed that!

PostPosted: Sun Jun 26, 2005 7:39 am
by TheDarkArchon
Enjay wrote:Note to status bar users: Go up to HUD view or you will not get on-screen feedback on how much ammo and how many bullets are in the loaded clip.


Look where the Doomguy's head is supposed to be. ;)

PostPosted: Sun Jun 26, 2005 7:46 am
by Graf Zahl
I just looked at it. The reason why it doesn't work anymore is a simple scripting error in DECORATE.

The weapons use A_JumpIfInventory("type", 0,x) to check for the reloading item. That was undefined behavior before and in the last version I changed it to mean 'check for full inventory'. These calls must be A_JumpIfInventory("type", 1, x) and it will work again as expected.

PostPosted: Sun Jun 26, 2005 8:38 am
by TomD666
Fantastic wad, great usage of zdoom features etc. etc.

Really GODDAMN HARD though!

Great job as always, Xaser.

PostPosted: Sun Jun 26, 2005 12:58 pm
by TheDarkArchon
Want help with your fucking?