Pirate Doom! - House of Mojo 06/05/14

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Re: Pirate Doom! - House of Mojo 06/05/14

Postby wildweasel » Thu Jun 04, 2015 10:26 am

Are you guys all running the most up-to-date drivers for your respective video hardware? For that matter, what hardware is everybody running?
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Re: Pirate Doom! - House of Mojo 06/05/14

Postby MetroidJunkie » Thu Jun 04, 2015 11:30 am

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.
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Re: Pirate Doom! - House of Mojo 06/05/14

Postby Batandy » Fri Jun 05, 2015 3:51 am

wildweasel 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?

I do have the latest drivers
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

Postby -doomdude- » Thu Jan 07, 2016 12:09 pm

Pirate knight concept art.
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pirate doom boss.jpg
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Re: Pirate Doom! - House of Mojo 06/05/14

Postby Arch » Thu Feb 18, 2016 11:11 am

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
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Re: Pirate Doom! - House of Mojo 06/05/14

Postby Gideon020 » Tue Aug 02, 2016 11:15 pm

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?
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Re: Pirate Doom! - House of Mojo 06/05/14

Postby JimpArgon » Tue Aug 02, 2016 11:18 pm

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?


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.
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Re: Pirate Doom! - House of Mojo 06/05/14

Postby Gideon020 » Tue Aug 02, 2016 11:20 pm

Sure, I'll give that a try. Thanks.
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Re: Pirate Doom! - House of Mojo 06/05/14

Postby Ed the Bat » Wed Aug 03, 2016 12:44 am

As a hotfix, you can simply delete line 4672:
Code: Select allExpand view
SWOR A 0 A_TakeInventory("dashsound",1)
...from the DECORATE lump, and it should run.
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Re: Pirate Doom! - House of Mojo 06/05/14

Postby SiFi270 » Wed Aug 03, 2016 3:15 am

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.
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Re: Pirate Doom! - House of Mojo 06/05/14

Postby Ed the Bat » Wed Aug 03, 2016 3:17 am

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.
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Re: Pirate Doom! - House of Mojo 06/05/14

Postby the95mexican » Mon Aug 08, 2016 10:26 pm

damn son!!! this mod need a new skin change you like this??
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piratas.png
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Re: Pirate Doom! - House of Mojo 06/05/14

Postby NightFright » Mon Nov 14, 2016 6:53 am

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
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Re: Pirate Doom! - House of Mojo 06/05/14

Postby SiFi270 » Mon Nov 14, 2016 1:10 pm

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.

I'm afraid I'm still having this problem.
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Re: Pirate Doom! - House of Mojo 06/05/14

Postby Zaratul » Sun Jul 22, 2018 11:34 am

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!
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