QC:DE v2.7 is out! (With 100% more Dusk Dude)
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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.
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Re: Quake Champions: Doom Edition (RELEASED!)
played through episode 2 and it seems that ammo could be tweaked to give less from dropped weapons/small ammo cause i am swimming in ammo when playing when normally i would be at a moderate/low amount seems to break balancing for certain ammo types
- StroggVorbis
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Re: Quake Champions: Doom Edition (RELEASED!)
Funny, I already mentioned that. The thing is, dropped ammo already does give less than default, only weapons always give the same amount. Sorry to disappoint, but DBThanatos said this is intentional.ghostboy1225 wrote:played through episode 2 and it seems that ammo could be tweaked to give less from dropped weapons/small ammo cause i am swimming in ammo when playing when normally i would be at a moderate/low amount seems to break balancing for certain ammo types
You could of course tweak the mod yourself, but then you have to redo it all over again whenever the mod gets updated.
Re: Quake Champions: Doom Edition (RELEASED!)
Took me a while, but your showcase/review is ready.
the only thing I had to suggest you fixed right away on 1.0.1, which was Doomguy taking too long to use the regular weapons after his BFG blast.
the only thing I had to suggest you fixed right away on 1.0.1, which was Doomguy taking too long to use the regular weapons after his BFG blast.
Re: Quake Champions: Doom Edition (RELEASED!)
Problems I've had so far with QC:DE (v1.0.2):
The TITLEMAP music uses the sound volume setting instead of music volume, it's also incredibly loud for me and I have to skip past it.
The mod's monster replacement spawners don't transfers specials and args, so monsters that activate scripts on death don't work.
If Player 1 picks a large character, their voodoo dolls aren't readjusted for it, so maps with tight voodoo doll spaces break as the voodoo doll can't move.
Also Sorgaul doesn't give a "big champion warning" despite being a large character.
Adding onto this post, I've also encountered a problem with the Quake 4 enemies, namely the Q4MachinegunGuard monster.
It does very random and ludicrous damage, its attack function lacks the CBAF_NORANDOM flag, so each bullet is dealing (1d5 * 3)*1d3 damage (3-45).
Also! None of the monsters will start the game dormant currently. The monster spawners don't transfer the "DORMANT" flag as they aren't Monsters or SwitchableDecorations, so +DORMANT isn't applied to them. Came across this issue in my own mod.
The TITLEMAP music uses the sound volume setting instead of music volume, it's also incredibly loud for me and I have to skip past it.
The mod's monster replacement spawners don't transfers specials and args, so monsters that activate scripts on death don't work.
If Player 1 picks a large character, their voodoo dolls aren't readjusted for it, so maps with tight voodoo doll spaces break as the voodoo doll can't move.
Also Sorgaul doesn't give a "big champion warning" despite being a large character.
Adding onto this post, I've also encountered a problem with the Quake 4 enemies, namely the Q4MachinegunGuard monster.
It does very random and ludicrous damage, its attack function lacks the CBAF_NORANDOM flag, so each bullet is dealing (1d5 * 3)*1d3 damage (3-45).
Code: Select all
Q22A D 3 A_CustomBulletAttack(20, 0, 1, random(1,5)*3)
- DBThanatos
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Re: Quake Champions: Doom Edition (RELEASED!)
Spoiler: About previous postAnd here's a preview of what's coming in a couple days
Re: QC: Doom Edition (New Champion p.13)
I knew it'd take forever for him to come back...since...Forever, I guess.
If you want to add BJ but not use the old Wolf3D sprites, D3athStalker made this sprite sheet of him based on his appearance in New Colossus:
If you want to add BJ but not use the old Wolf3D sprites, D3athStalker made this sprite sheet of him based on his appearance in New Colossus:
Spoiler:
Re: QC: Doom Edition (New Champion p.13)
are you fixing ammo disappearing bug as well?
- DBThanatos
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Re: QC: Doom Edition (New Champion p.13)
They still look a bit too wolf3d, but it sure is better than the original onesJeimuzu73 wrote:I knew it'd take forever for him to come back...since...Forever, I guess.
If you want to add BJ but not use the old Wolf3D sprites, D3athStalker made this sprite sheet of him based on his appearance in New Colossus:Spoiler:
I was never able to reproduce that.mutator wrote:are you fixing ammo disappearing bug as well?
Re: Quake Champions: Doom Edition (RELEASED!)
Oops, seems I was using a slightly outdated version! Same bugs still seem to be there though. Glad you saw the feedback!
EDIT: oh, and ClassifyActor in ACS can be used to check if the calling actor is a Voodoo doll. Dunno if that's in Zandonum either.
You can use A_SetSize, or Is that outside Zandronum compatibility? If so, dang.DBThanatos wrote:Voodoo dolls cant be readjusted. There's no way to change the size of the player on the fly, much less of voodoo dolls which are technically "players 1". It's bound to break maps and there's nothing we can do about it.
EDIT: oh, and ClassifyActor in ACS can be used to check if the calling actor is a Voodoo doll. Dunno if that's in Zandonum either.
Last edited by Turret49 on Thu Mar 15, 2018 3:58 am, edited 3 times in total.
Re: QC: Doom Edition (New Champion p.13)
you mean you couldn't find out how to fix the bug? you loose ammo after like second or third map...DBThanatos wrote:They still look a bit too wolf3d, but it sure is better than the original onesJeimuzu73 wrote:I knew it'd take forever for him to come back...since...Forever, I guess.
If you want to add BJ but not use the old Wolf3D sprites, D3athStalker made this sprite sheet of him based on his appearance in New Colossus:Spoiler:
I was never able to reproduce that.mutator wrote:are you fixing ammo disappearing bug as well?
Re: QC: Doom Edition (New Champion p.13)
That's a weird one, never had it myself and I went through like six or so levels of Doom Core without any problems.
- DBThanatos
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Re: Quake Champions: Doom Edition (RELEASED!)
Yeah. Zandro is gzdoom 1.8.6 which is ancient. No fancy features of the last year or twoTurret49 wrote:Oops, seems I was using a slightly outdated version! Same bugs still seem to be there though. Glad you saw the feedback!You can use A_SetSize, or Is that outside Zandronum compatibility? If so, dang.DBThanatos wrote:Voodoo dolls cant be readjusted. There's no way to change the size of the player on the fly, much less of voodoo dolls which are technically "players 1". It's bound to break maps and there's nothing we can do about it.
EDIT: oh, and ClassifyActor in ACS can be used to check if the calling actor is a Voodoo doll. Dunno if that's in Zandonum either.
Not "how to fix" but "how to make it happen". I've never experienced it and i do play quite a bit of single player. What version of the mod, engine version? If you could give me a reproduceable scenario would be best. Can't fix an error we don't see.mutator wrote: you mean you couldn't find out how to fix the bug? you loose ammo after like second or third map...
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Re: QC: Doom Edition (New Champion p.13)
I want to see that we can create our own champions for your mod. :3
Re: QC: Doom Edition (New Champion p.13)
Just tried out the new version with Duke Nukem. I wonder if getting Duke Nukem 3D enemies into the enemy roster for single player would be possible?
Re: QC: Doom Edition (New Champion p.13)
I use gzdoom 3.2.5 and it seems to happen with any class I choose...also if you kill monsters with duke nukem's special attack like zombieman they don't drop the ammunition