[RIP] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

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Ghostrider231
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ghostrider231 »

Updated Description, thank you to, ArcheKruz! for giving a good suggestion/idea!

New weapon with new damage type is planned.

In the planned section.
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Ghostrider231
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ghostrider231 »

Updated Description, Feel free to report any bugs!
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ghostrider231 »

Ed, do you know anything about e1m4's music?
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Ed the Bat
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ed the Bat »

It's "Rose and Ghost" from Secret of Mana.
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Ghostrider231
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ghostrider231 »

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.
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ghostrider231 »

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.
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ghostrider231 »

Ed, do you know anything about e2m3's music?
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ed the Bat »

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.
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Ghostrider231
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ghostrider231 »

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").
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by wildweasel »

I personally wouldn't bother with Zandronum compatibility if it's compromising your vision of the mod.
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ghostrider231 »

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.
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Valherran
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Valherran »

Just put out Zandronum updates after GZDoom updates.
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ghostrider231 »

I guess that would work somehow.
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ghostrider231 »

Ed, is there actually any penalties on setslot?

It doesn't seem to make a difference in gameplay usually.
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Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)

Post by Ed the Bat »

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.
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