[Release/WIP] Xim's Weapon and Enemies WAD

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Re: [Release/WIP] Xim's Weapon and Enemies WAD

Postby Xim » Sun Apr 05, 2009 8:59 pm

New release.

-Fixed wimp-mode double ammo bug, that DoomRater pointed out
-Keyconf weapon bindings, instead of done in class. For compatibility issues to over-ride other weapon mods.
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Re: [Release/WIP] Xim's Weapon and Enemies WAD

Postby DoomRater » Mon Apr 06, 2009 10:50 am

I just got a bunch of "missing sprite TNTA0" errors. Search and replace with "TNT1A0".

Edit: Any reason reloading my guns alerts enemies?
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Re: [Release/WIP] Xim's Weapon and Enemies WAD

Postby Xim » Thu Apr 30, 2009 10:24 am

New version.

-Changed some graphics and such and added some new enemies.
-Fixed the Missing sprite TNTA0 error.
-Reloading doesn't alert enemies.
-Included a No Wolf3D patch, which you should just run with the rest of the wads (put it AFTER the monsters), so you can run it with those maps that replace the Wolfenstein SS
-Strife style burning death for the player, and when your health drops too low you can't run (may remove this if you guys hate it)
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Re: [Release/WIP] Xim's Weapon and Enemies WAD

Postby TheDarkArchon » Thu Apr 30, 2009 11:33 am

Refuses to launch in GZDoom r322, which is based on ZDoom r1552.
Code: Select allExpand view
Script error, "Xim-Monsters.wad:DECORATE" line 2692:
Parent type 'PstlClip' not found in WolfenstienClip
Script error, "Xim-Monsters.wad:DECORATE" line 2694:
"inventory.pickupmessage" requires an actor of type "Inventory"

Execution could not continue.

Script error, "Xim-Monsters.wad:DECORATE" line 2694:
Unexpected 'Picked up a clip.' in definition of 'WolfenstienClip'
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Re: [Release/WIP] Xim's Weapon and Enemies WAD

Postby Xim » Thu Apr 30, 2009 11:39 am

Xim-Monsters.wad isn't intended to be run on it's own. I might fix that in a later release though.
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