Spaghetti Weapons [v1.5131632]

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Re: Spaghetti Weapons [v1.3857273]

Postby DoggyDentures » Mon Sep 28, 2020 9:29 pm

Starman the Blaziken wrote:Also wondering if it is intended at least being that with spoop spaghet making you go through monsters, you cannot telefrag with it. Which means waiting for the power to be done before telefragging something that mayyy be map design or not.

The inability to telefrag was not intended. It seems I'll have to do something about that. I'll ship a tiny hotfix update.
Edit: Okay, I shipped it. Spooky Spaghetti no longer lets you walk through monsters. Instead, it now scares monsters into running away unless they haven't noticed you yet.
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Re: Spaghetti Weapons [v1.3857273]

Postby Starman the Blaziken » Mon Sep 28, 2020 10:26 pm

Well I guess you are more spoopy to them by eating those eyeballs. :P
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Re: Spaghetti Weapons [v1.3857273]

Postby Captain J » Mon Sep 28, 2020 10:54 pm

Not sure if someone already shared this here, but congrats! Mr. Icarus played your mod! :D
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Re: Spaghetti Weapons [v1.3857273]

Postby NotAPortalKit » Tue Sep 29, 2020 5:30 am

Yep, congrats mate! I even consider this as a successor to Marisa's abort_m.
It just feels like this wasn't supposed to be taken seriously but tries it's best to do so, and fails.

Also, unrelated, just some codin' tips;
found a way to make player give new items to the start inventory without using playerpawn actor.
Image
from abort_m, of course.
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Re: Spaghetti Weapons [v1.3857273]

Postby Starman the Blaziken » Tue Sep 29, 2020 11:57 am

I went to level 32 in Doom 2 for once with this mod, and I tried to see what would happen if I used the RPG weapon on a Commander Keen and it actually works. If I ether befriend it or catch it and then use the capsule from ether the floor or ceiling he does not appear at all for some reason, but is just something fun I wanted to try is all.
And P.S. Cheese balls go right through explosive barrels barrels. :o
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Re: Spaghetti Weapons [v1.5131632]

Postby DoggyDentures » Fri Nov 27, 2020 7:18 pm

New update. This will probably the last for a while, unless there are bugs I need to fix:
  • Added a new weapon, the "Vacuum Cleaner."
  • Added a new single-use item, "Edward Super-Shotgun-Hands."
  • The Slotgun has a new effect that spawns tiny, purple, friendly monsters.
  • The Slotgun's 777 effect has a new sound to differentiate it from the Angel Hair Pasta.
  • The Deck of Cards alt-fire has been changed. It now rolls five wildcards with varying effects and launches them.
  • Cheese Balls now activate explosive barrels.
  • The Kunai-with-Chain should be a bit more reliable now.
  • Cloak Potions are now craftable using the Spaghetti Tome.
  • The Super Duper Armor and Super Soul Sphere have been reverted to pickups rather than single-use items.
  • Angel Hair Pasta now revives dead monsters and turns them friendly.
  • Big Brain Spaghetti now temporarily creates a spaghetti brain that orbits around you and attacks enemies.
  • The Chef's Uniform now spawns spaghetti around your feet every so often.
  • The Pack of Pasta has a new look.
  • Summoned fighters from items and monster capsules now have HP bars above their head. This can be turned off in the options menu.
  • Commander Keens are no longer fightable with the RPG and capturable with the Monster Capsule.

Additional hotfix update: Potentially fixed a crash involving Billy-Bomb
Hotfix 2: Fixed some audio bugs involving the Astolfo morph.
Last edited by DoggyDentures on Sat Dec 05, 2020 4:56 pm, edited 2 times in total.
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Re: Spaghetti Weapons [v1.5131632]

Postby Starman the Blaziken » Sat Nov 28, 2020 12:36 am

Just like that I found a crasher while spam throwing Billy Bomb to then detonate him by accident instead of the alt throw, it ended up killing me with the message "Player died." (never changed my name yet in the recent GZD version) and then crashed with the message as follows:
VM execution aborted: tried to read from address zero.
Called from BombMorph.Tick at spaghetti.pk3:zscript/morphbomb.txt,
line 110
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Re: Spaghetti Weapons [v1.5131632]

Postby DoggyDentures » Sat Nov 28, 2020 1:25 am

Starman the Blaziken wrote:Just like that I found a crasher while spam throwing Billy Bomb to then detonate him by accident instead of the alt throw, it ended up killing me with the message "Player died." (never changed my name yet in the recent GZD version) and then crashed with the message as follows:
VM execution aborted: tried to read from address zero.
Called from BombMorph.Tick at spaghetti.pk3:zscript/morphbomb.txt,
line 110

Thanks for pointing that out. I think I might know what caused that, and I've potentially fixed it now. I released a quick hotfix update for it.
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Re: Spaghetti Weapons [v1.5131632]

Postby Starman the Blaziken » Fri Dec 04, 2020 2:10 am

I was playing Invasion UAC in the Invasion By Night map, and managed to get the Astolfo morph from the slot gun. Here is the odd thing, when I was submerged in the acid and then got out... The music for the morph was lower than before, and when I did something like save and then loaded there, the music was back to normal but also overlaying upon the current map's music at first I think until it fixed itself? .3.
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Re: Spaghetti Weapons [v1.5131632]

Postby DoggyDentures » Sat Dec 05, 2020 4:56 pm

Starman the Blaziken wrote:I was playing Invasion UAC in the Invasion By Night map, and managed to get the Astolfo morph from the slot gun. Here is the odd thing, when I was submerged in the acid and then got out... The music for the morph was lower than before, and when I did something like save and then loaded there, the music was back to normal but also overlaying upon the current map's music at first I think until it fixed itself? .3.

I think I know what caused that. I released a hotfix for it.
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Re: Spaghetti Weapons [v1.5131632]

Postby Potatoes Lays » Mon Jan 25, 2021 8:26 pm

em,im getting an error
Script error, "spaghetti.pk3:animdefs.txt" line 2:
Bad syntax.
help me:cc
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Re: Spaghetti Weapons [v1.5131632]

Postby wildweasel » Mon Jan 25, 2021 8:47 pm

Potatoes Lays wrote:em,im getting an error
Script error, "spaghetti.pk3:animdefs.txt" line 2:
Bad syntax.
help me:cc

Which version of Gzdoom are you running?
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Re: Spaghetti Weapons [v1.5131632]

Postby Potatoes Lays » Mon Jan 25, 2021 9:03 pm

Which version of Gzdoom are you running?[/quote]

Well,I was trying to run it on Zandronum.. I wanted to play with a friend
I didn't know this mod only works on GzDoom;-;
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Re: Spaghetti Weapons [v1.5131632]

Postby wildweasel » Mon Jan 25, 2021 11:22 pm

Potatoes Lays wrote:Well,I was trying to run it on Zandronum.. I wanted to play with a friend
I didn't know this mod only works on GzDoom;-;

This mod uses ZScript; unfortunately, Zandronum has no support for Zscript yet.
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Re: Spaghetti Weapons [v1.5131632]

Postby iBrokeMyAss » Tue Jan 26, 2021 12:52 am

Best mod ever 10/10
:shock:
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