GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

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Re: GMOTA: Fantasy arcade action, NEW UPDATE 3/16/2018 [V1.1

Postby AvzinElkein » Sun Apr 01, 2018 2:09 pm

Heyo; I just want to listen to the soundtrack. How do I do that? :P
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 3/16/2018 [V1.1

Postby Combine_Kegan » Sun Apr 01, 2018 8:05 pm

AvzinElkein wrote:Heyo; I just want to listen to the soundtrack. How do I do that? :P

Well, you could always crack open the Mod in SLADE and extract all of the .spcs out of the music folder, the credits.txt inside there will also tell you track names, as for playing the .spc files, you'll need to get ahold of a media player with .spc support, I use FOOBAR2000 myself with the FOO_GEP plugin to listen to them.
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 3/16/2018 [V1.1

Postby AvzinElkein » Sun Apr 01, 2018 9:43 pm

Another thing: It almost works with the original DOOM...
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 3/16/2018 [V1.1

Postby Ryuhi » Sun Apr 01, 2018 10:56 pm

Combine_Kegan wrote:
AvzinElkein wrote:Heyo; I just want to listen to the soundtrack. How do I do that? :P

Well, you could always crack open the Mod in SLADE and extract all of the .spcs out of the music folder, the credits.txt inside there will also tell you track names, as for playing the .spc files, you'll need to get ahold of a media player with .spc support, I use FOOBAR2000 myself with the FOO_GEP plugin to listen to them.


i never realized you used SPC files for the soundtrack.

that brings me back :)
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 3/16/2018 [V1.1

Postby Gollgagh » Sun Apr 01, 2018 11:01 pm

AvzinElkein wrote:Another thing: It almost works with the original DOOM...


Would it be possible for you to be more verbose? There is literally no information in your post even hinting as to what the problem is.
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 3/16/2018 [V1.1

Postby AvzinElkein » Sun Apr 01, 2018 11:09 pm

Gollgagh wrote:
AvzinElkein wrote:Another thing: It almost works with the original DOOM...


Would it be possible for you to be more verbose? There is literally no information in your post even hinting as to what the problem is.

No Super Shotgun in DOOM = no Arcane Charger, and the Level End screens match that of DOOM, and there might be other problems I haven't noticed yet. :P
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 3/16/2018 [V1.1

Postby SiFi270 » Mon Apr 02, 2018 12:30 am

When playing this with Hellbarde, the zombieman replacement's arrows kill you in one hit, which has something to do with both wads having their own take on the archer knight enemy. Could you please give me advice on how to make my own patch for this?
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Re: GMOTA: Fantasy arcade action, NEW UPDATE 3/16/2018 [V1.1

Postby Combine_Kegan » Mon Apr 02, 2018 4:32 am

SiFi270 wrote:When playing this with Hellbarde, the zombieman replacement's arrows kill you in one hit, which has something to do with both wads having their own take on the archer knight enemy. Could you please give me advice on how to make my own patch for this?


Looks like the names of GMOTA's Archers are the same as Hellbarde's. I'll look into changing the names of GMOTA's archers and see if that helps. It also looks like some of the Hellfos projectile names share names with Hellbarde as well,I'm not sure how far I want to go in editing this, I'm also seeing a lot of other warnings and errors, this just might not be a mapset that can be played with GMOTA.

Edit: On closer inspection, looks like some of those warnings and errors just pop up when Hellbarde is booted up. I'll just rename the actors and things should be fine, so that'll be in the coming update.
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Re: GMOTA: Fantasy arcade action, UPDATE 4/43/2018 [V1.2]

Postby Combine_Kegan » Tue Apr 03, 2018 10:12 pm

V1.2 is now live, bugs squashed and balance tweaks in effect now!
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby RustyController » Tue Apr 03, 2018 11:36 pm

Thank you for moving the sword throw to primary fire at least, it feels a lot better now!


In case you are curious i play GMOTA using a mobility boosting mod called "JPMobility" viewtopic.php?f=43&t=53665 ,makes blaz playthroughs really wild/fast paced, this of course is my opinion and GMOTA in of itself is amazing on its own! Please keep making awsome content kegan!
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Combine_Kegan » Tue Apr 03, 2018 11:55 pm

RustyController wrote:Thank you for moving the sword throw to primary fire at least, it feels a lot better now!


In case you are curious i play GMOTA using a mobility boosting mod called "JPMobility" viewtopic.php?f=43&t=53665 ,makes blaz playthroughs really wild/fast paced, this of course is my opinion and GMOTA in of itself is amazing on its own! Please keep making awsome content kegan!


Your comments got me thinking really hard about the sword throw, and after this change I agree: Moving the sword throw to primary fire was the right choice. Your criticism is appreciated dude. I'm also surprised that mod works with GMOTA, I'll have to let the creator know about that.
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Gideon020 » Wed Apr 04, 2018 4:13 am

Out of curiosity, does Doomslayer have a BFG?
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Combine_Kegan » Wed Apr 04, 2018 4:23 am

Gideon020 wrote:Out of curiosity, does Doomslayer have a BFG?

It was something I kinda debated on over awhile, but I went with the berserk rune over a traditional BFG to keep with the melee focus of the mod.
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Gideon020 » Wed Apr 04, 2018 4:55 am

Works for me.
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Irrevenant » Wed Apr 04, 2018 6:31 am

I have to say I didn't have a problem with the sword throw before, myself. I thought it felt better prepping a throw without having to swing first.
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