[1.2.31] Codename: DEMOLITIONIST

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Re: [1.2.11] Codename: DEMOLITIONIST

Postby Kinsie » Sun Apr 17, 2022 1:25 pm

Marisa Kirisame wrote:Edit: OH MY GOD THE CODE FOR THAT MOD IS SO HORRENDOUSLY NAIVE IT'S INTRODUCING MASSIVE BUGS.

OK, so, where do I even start. The damn thing, every time you toggle bullet time, first changes the statnums of any OBJECTS with STAT_SCROLLER to STAT_STATIC... And then when it goes off, it changes the statnums of ALL OBJECTS THAT HAVE STAT_STATIC BACK TO STAT_SCROLLER.

THIS IS SO WRONG, ON SO MANY LEVELS, I DON'T EVEN KNOW WHERE TO BEGIN. IT'S CHANGING MY STATIC THINKERS TO GODDAMN SCROLLERS AND BREAKING THEM.
Marisa Kirisame wrote:Includes some sanity checks to shift the blame of things breaking to other mods (you know who you are).
While I understand that this issue is frustrating, I can't help but think there are less aggressive ways to detail them in the face of an ostensibly new modder, that could help them address their mod's issues without potentially driving them away.
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Re: [1.2.11] Codename: DEMOLITIONIST

Postby SanyaWaffles » Sun Apr 17, 2022 1:34 pm

I... couldn't have said it better Kinsie.
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Re: [1.2.11] Codename: DEMOLITIONIST

Postby Marisa the Magician » Sun Apr 17, 2022 2:03 pm

I already reported the issue in a less aggressive way in the mod's thread, and the author is aware of the issue.
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Re: [1.2.14] Codename: DEMOLITIONIST

Postby Dutchygamer » Sun May 01, 2022 10:31 am

Is there any specific GZDoom Dev build required for 1.2.14? I've tried dev builds 276 and 280 but both point towards 4 errors in the ZScript files of the mod:
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Re: [1.2.14] Codename: DEMOLITIONIST

Postby wildweasel » Sun May 01, 2022 12:13 pm

Those are not new builds; they're several weeks old by now. Get the latest one available from https://devbuilds.drdteam.org/gzdoom/ and run that.
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Re: [1.2.14] Codename: DEMOLITIONIST

Postby Marisa the Magician » Sun May 01, 2022 12:15 pm

Actually that's a change introduced in recent builds that broke how I do the intermission code. I need to update it.

Oh wait no, those errors are due to the fix itself. You do need to update to a more recent build. Let me track it down.

Edit: Yeah, basically get the latest one that's on DRDTeam right now.

Edit 2: If I'm adding that one as a requirement, I need to do some changes due to deprecated functions too.
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Re: [1.2.14] Codename: DEMOLITIONIST

Postby RubyEyeShabranigdu » Sun May 01, 2022 5:41 pm

Marisa Kirisame wrote:Actually that's a change introduced in recent builds that broke how I do the intermission code. I need to update it.

Oh wait no, those errors are due to the fix itself. You do need to update to a more recent build. Let me track it down.

Edit: Yeah, basically get the latest one that's on DRDTeam right now.

Edit 2: If I'm adding that one as a requirement, I need to do some changes due to deprecated functions too.


I have downloaded "gzdoom-x64-g4.8pre-371-gf1d017d0f.7z" just to play this MOD!
Totally worth it!

P.S.
I was using the last version compatible with GZDOOM 4.7.1
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Re: [1.2.20] Codename: DEMOLITIONIST

Postby dudecool1 » Sat May 21, 2022 1:46 pm

This is just a question but how do you change the size of the hud? I can't seem to find it in the menu options.
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Re: [1.2.20] Codename: DEMOLITIONIST

Postby Marisa the Magician » Sun May 22, 2022 2:06 am

I'm afraid the HUD size can't be changed. It is designed in a specific way so all elements fit together without any overlaps. This used to be different in the past, but fixed scaling was added to simplify a lot of code.

What is the issue with this? I could add some alternate scaling mode as an accessibility option if needed.
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Re: [1.2.20] Codename: DEMOLITIONIST

Postby dudecool1 » Sun May 22, 2022 6:35 am

I think my issue with the HUD (on my PC at least) is that is takes up most of the screen.
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Re: [1.2.20] Codename: DEMOLITIONIST

Postby Marisa the Magician » Sun May 22, 2022 12:07 pm

What's your resolution?
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Re: [1.2.20] Codename: DEMOLITIONIST

Postby dudecool1 » Mon May 23, 2022 2:53 pm

My resolution is set at 1920 x 1080
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Re: [1.2.20] Codename: DEMOLITIONIST

Postby Marisa the Magician » Mon May 23, 2022 4:54 pm

Then, there should be no issue with the scaling.

This is the intended size of the HUD, and its scale is fully automated to fit any resolution as closely as possible without any overlaps, and occluding as little as possible while remaining readable.
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Re: [1.2.20] Codename: DEMOLITIONIST

Postby mamaluigisbagel » Mon May 23, 2022 8:29 pm

I think its down to preference. I've seen a content creator who likes his hud to be at the lowest scaling, so its extremely hard to see. (at least for me)
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Re: [1.2.20] Codename: DEMOLITIONIST

Postby DoomThing445 » Wed Jun 01, 2022 3:36 am

I decided to read on the lore and iwad-based dialogue in the mod, it's fantastic. Any plans to extend such to iwads like Plutonia or TNT: Evilution? And maybe some map packs too?
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