Pirate Doom! - House of Mojo 06/05/14
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- wildweasel
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Re: Pirate Doom! - House of Mojo 06/05/14
Are you guys all running the most up-to-date drivers for your respective video hardware? For that matter, what hardware is everybody running?
- MetroidJunkie
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Re: Pirate Doom! - House of Mojo 06/05/14
Works fine for me, GPU is AMD 5670 512MB. Lags like crazy on the Android GZDoom but that's probably to be expected since it's GZDoom running on a mobile system.
Re: Pirate Doom! - House of Mojo 06/05/14
I do have the latest driverswildweasel wrote:Are you guys all running the most up-to-date drivers for your respective video hardware? For that matter, what hardware is everybody running?
Spoiler:this is the golden souls issue that could be related to pirate doom's
I'll have to check later if i did something weird with 3d floors, but i'm pretty sure that when i first released the map it didn't have this bug at all until a certain gzdoom version
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Re: Pirate Doom! - House of Mojo 06/05/14
Awesome, I like them all, my favorite is the third one. Only the resolution is a bit high. If you make all rotations and animations for one of these, I might make pirate doom 2 just for that hah
Re: Pirate Doom! - House of Mojo 06/05/14
Apologies for the necro, but I've been having trouble with my copy that I downloaded off /idgames. It keeps coming up with [Script error, "Pirates!.wad:DECORATE" line 4672:
class 'dashsound' is not compatible with 'Inventory']
I'm using the latest GZDoom dev build. Anyone know where I can go to fix this error?
class 'dashsound' is not compatible with 'Inventory']
I'm using the latest GZDoom dev build. Anyone know where I can go to fix this error?
Re: Pirate Doom! - House of Mojo 06/05/14
Im assuming that you are getting these errors trying to launch it? Have you tried using regular GZdoom? You know.... Not the developer version? I know I just did, and I didn't have any issues.Gideon020 wrote:Apologies for the necro, but I've been having trouble with my copy that I downloaded off /idgames. It keeps coming up with [Script error, "Pirates!.wad:DECORATE" line 4672:
class 'dashsound' is not compatible with 'Inventory']
I'm using the latest GZDoom dev build. Anyone know where I can go to fix this error?
Re: Pirate Doom! - House of Mojo 06/05/14
Sure, I'll give that a try. Thanks.
- Ed the Bat
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Re: Pirate Doom! - House of Mojo 06/05/14
As a hotfix, you can simply delete line 4672:...from the DECORATE lump, and it should run.
Code: Select all
SWOR A 0 A_TakeInventory("dashsound",1)
- SiFi270
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Re: Pirate Doom! - House of Mojo 06/05/14
Is this to do with how in current (not dev build) versions of GZDoom, certain sounds in this like picking up an armor bonus/ammo and firing the gatling gun are completely silent? Because I was meaning to ask about that for a while but wasn't so sure about bumping this just for that.
- Ed the Bat
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Re: Pirate Doom! - House of Mojo 06/05/14
This issue is because dev builds now disallow performing inventory-based functions (such as A_TakeInventory) on actors that are not a child class of Inventory. Previously, this didn't create errors, which is why the official build will still run Pirate Doom.
- the95mexican
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Re: Pirate Doom! - House of Mojo 06/05/14
damn son!!! this mod need a new skin change you like this??
- NightFright
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Re: Pirate Doom! - House of Mojo 06/05/14
Here is a slightly updated version of Pirate Doom which works again with recent GZDoom builds:
Pirate Doom with DECORATE update (PK7, 23 MB)
Changes:
[DECORATE] Commented out A_TakeInventory line to avoid startup error
[DECORATE] Renamed actor map to map1 to avoid conflict/warning
Pirate Doom with DECORATE update (PK7, 23 MB)
Changes:
[DECORATE] Commented out A_TakeInventory line to avoid startup error
[DECORATE] Renamed actor map to map1 to avoid conflict/warning
- SiFi270
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Re: Pirate Doom! - House of Mojo 06/05/14
I'm afraid I'm still having this problem.SiFi270 wrote:Is this to do with how in current (not dev build) versions of GZDoom, certain sounds in this like picking up an armor bonus/ammo and firing the gatling gun are completely silent? Because I was meaning to ask about that for a while but wasn't so sure about bumping this just for that.
Re: Pirate Doom! - House of Mojo 06/05/14
Played this with GZdoom 3.4.1 version and TC run flawlessly.If someone dont play or attempt to play again i highly reccoment this TC.Its so much greatness!