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Re: CustomDoom v1.6.1

PostPosted: Tue Jul 05, 2016 12:59 am
by Accensus
Yeah, it's like a swiss army knife at this point. :D

Thanks for the awesome feedback!

Re: CustomDoom v1.6.1

PostPosted: Wed Jul 20, 2016 5:18 pm
by Doctrine Gamer
I do not know if this is really necessary but for people who like to play with energy + 500 with Ultra Violence or Nightmare should realize that in E1M8 map is necessary to die to pass the level, with high energy + little damage is hard to die even trying to suicide with the grenade launches, is there any possibility to get rid of it implementing a suicide command without resorting to the command console?

Re: CustomDoom v1.6.1

PostPosted: Wed Jul 20, 2016 5:33 pm
by wildweasel
Dude, just type "kill" at the console. It's four letters.

Re: CustomDoom v1.6.1

PostPosted: Wed Jul 20, 2016 6:13 pm
by comet1337
alternatively:
bind k kill
no further console opening needed

Re: CustomDoom v1.6.1

PostPosted: Wed Jul 20, 2016 7:23 pm
by Doctrine Gamer
wildweasel wrote:Dude, just type "kill" at the console. It's four letters.


It is! I'm not getting is because I have the habit of using command lines (I'm noob in this sense ), but I type of error.

i'm trying all combinations written together and separately but does not die.

anyway , thanks for trying to help me again, most users here are always willing to help each other as far as possible , give much value to this quality. :thumb:

comet1338

"bind k kill"
"no further console opening needed"


This problem, I have no idea how to do this. :shrug:

I have realized that I need to learn how to use command lines in GZDoom for when i have emergencies.

EDIT: Dude! It seems that now I got it, I was using a command line ' instead of " why was not getting, that was my error, now this is no longer a problem.

No more trouble sorry to everyone for the my noob inconvenience. <Living and learning>

Re: CustomDoom v1.6.1

PostPosted: Thu Jul 21, 2016 1:41 am
by Accensus
I might add a "kill" button to the menu which kills the player cause not everyone is a console shaman (I know, it's easy, but still...). I have noticed the number of maps with death exit increases, for some reason. Of course, the newer ones also employ sector damage so you absolutely, positively have to die, but that's another story.

Waiting for the StaticText color fix to make it to a Dev Build so I can edit the description colors a bit and make the menu more pleasing to the eye. For now that's what's coming up in v1.6.2.

BTW, you don't need quotes if it's a single command.

Examples:
Commands that don't need quotes: kill; kill monsters; give all; summon doomimp.
Commands that need quotes: alias name "summon doomimp".

Re: CustomDoom v1.6.1

PostPosted: Thu Jul 21, 2016 9:20 am
by Doctrine Gamer
Thank's Lud ! I'm training commands in console.
From what I saw is unnecessary to add a kill button as there are few noobs like me in this matter, if a large majority need the Kill Button is another story.
Thanks again for teaching me. :D

Re: CustomDoom v1.6.2

PostPosted: Mon Jul 25, 2016 5:08 am
by Accensus
Updated to v1.6.2. As mentioned, added menu colors and kill button. The colors are subject to discussion. More precisely, the description colors. I picked dark-blue because it fits the logo and is harder to confuse with the section separator, which is light-blue. Also does not make the menu too colourful, which would achieve a negative effect.

You need the newest development build for this version!

I will remove the requirement text next to the download link when the additions make it to a stable build.

EDIT: I've updated the version and added a bindable key to the controls menu. Please redownload again if you have downloaded before this edit. :)

Re: CustomDoom v1.6.2

PostPosted: Mon Jul 25, 2016 8:15 pm
by Doctrine Gamer
Kill Button too? You are truly amazing to heed the needs of users. :D :thumb: :D :cheers:

Re: CustomDoom v1.6.2

PostPosted: Tue Jul 26, 2016 6:15 am
by Accensus
What can I say, I aim to please. :P I love all the feedback I'm getting, even if negative, and adjust accordingly. As a soon-to-be student programmer, reading the feedback and improving the product is a very important part in any sort of development. It also recharges my motivation, to some extent. :)

Re: CustomDoom v1.6.2

PostPosted: Tue Jul 26, 2016 12:09 pm
by Doctrine Gamer
You can count on me to test the mod looking for bugs or improvements, I will gladly help.

Re: CustomDoom v1.6.2

PostPosted: Tue Jul 26, 2016 12:32 pm
by Accensus
Ideas for improvements are always welcome and greatly appreciated. Bugs would be harder to find since I've removed most (if not all) of them. I don't think you'll encounter any.

Re: CustomDoom v1.6.2

PostPosted: Wed Jul 27, 2016 8:50 am
by Doctrine Gamer
It's ok! It's ok! I can help I will try. :D

Re: CustomDoom v1.6.2

PostPosted: Thu Jul 28, 2016 12:02 pm
by Accensus
I've corrected the dev build information. You MUST have the newest dev build for v1.6.2 and any future updates after that one, until a stable release is out. As mentioned, I will remove the dev requirement text when that happens. I know it's inconvenient, but it's the only way to keep the mod going forward. v1.6.1 has everything you need, with the exception of the newer, minor changes, in case you don't want to DL a dev build.

Re: CustomDoom v1.6.2

PostPosted: Wed Aug 24, 2016 8:37 pm
by sweety80
Thanks to the a fun mod.
I am a person other countries. Please want me to understand.