[RIP] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
- Ghostrider231
- Posts: 57
- Joined: Fri Aug 15, 2014 1:04 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Here
Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
Updated Description, thank you to, ArcheKruz! for giving a good suggestion/idea!
New weapon with new damage type is planned.
In the planned section.
New weapon with new damage type is planned.
In the planned section.
- Ghostrider231
- Posts: 57
- Joined: Fri Aug 15, 2014 1:04 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Here
Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
Updated Description, Feel free to report any bugs!
- Ghostrider231
- Posts: 57
- Joined: Fri Aug 15, 2014 1:04 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Here
Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
Ed, do you know anything about e1m4's music?
- Ed the Bat
- Posts: 3060
- Joined: Thu May 03, 2012 1:18 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Maryland, US
- Contact:
Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
It's "Rose and Ghost" from Secret of Mana.
- Ghostrider231
- Posts: 57
- Joined: Fri Aug 15, 2014 1:04 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Here
Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
Ed the Bat wrote:It's "Rose and Ghost" from Secret of Mana.
Thanks, been looking for this since forever.
why ramon, mis-leading name he gave me.
- Ghostrider231
- Posts: 57
- Joined: Fri Aug 15, 2014 1:04 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Here
Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
Updated! Sorry been like three days, anyways should this mod continue being compatible with or without zandronum? submit your vote!
The reason why, there are so many features i am missing out, this just makes the game better, so i don't have to do any scripting hackarounds.
The reason why, there are so many features i am missing out, this just makes the game better, so i don't have to do any scripting hackarounds.
- Ghostrider231
- Posts: 57
- Joined: Fri Aug 15, 2014 1:04 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Here
Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
Ed, do you know anything about e2m3's music?
- Ed the Bat
- Posts: 3060
- Joined: Thu May 03, 2012 1:18 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Maryland, US
- Contact:
Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
It's a remix of Final Fantasy VI's "Techno de Chocobo", called "Chocobo from Hell", by Andrew Thompson. It can be found on vgmusic.com.
It's the one track I left alone when I made my music update pack, because it's so distinctly different from the in-game version. I felt it should be considered its own song.
It's the one track I left alone when I made my music update pack, because it's so distinctly different from the in-game version. I felt it should be considered its own song.
- Ghostrider231
- Posts: 57
- Joined: Fri Aug 15, 2014 1:04 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Here
Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
Updated Description, My time is really running out! anyways, vote if you think i should continue making this mod compatible with zandronum or not. (I recommend voting "No").
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
I personally wouldn't bother with Zandronum compatibility if it's compromising your vision of the mod.
- Ghostrider231
- Posts: 57
- Joined: Fri Aug 15, 2014 1:04 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Here
Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
Well i sometimes think about making two version of this mod, one for g/zdoom and one for zandronum, expect the zandronum version would sadly have lesser updates due to it's limitations though.
yes, the gzdoom version of this mod will go first of course.
yes, the gzdoom version of this mod will go first of course.
Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
Just put out Zandronum updates after GZDoom updates.
- Ghostrider231
- Posts: 57
- Joined: Fri Aug 15, 2014 1:04 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Here
Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
I guess that would work somehow.
- Ghostrider231
- Posts: 57
- Joined: Fri Aug 15, 2014 1:04 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Here
Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
Ed, is there actually any penalties on setslot?
It doesn't seem to make a difference in gameplay usually.
It doesn't seem to make a difference in gameplay usually.
- Ed the Bat
- Posts: 3060
- Joined: Thu May 03, 2012 1:18 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Maryland, US
- Contact:
Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
setslot is actually a prewritten console command, meaning it gets run last of all at load. Because of this, it will forcibly overwrite any other methods of setting weapon slots, such as Weapon.SlotNumber, Player.WeaponSlot, or MAPINFO's weaponslot command, so any actor or module using these more proper methods will be completely broken by setslot. This makes combining with other mods/addons essentially impossible.
Like I said, there's good reason setslot has been deprecated for five and a half years.
Like I said, there's good reason setslot has been deprecated for five and a half years.