GMOTA: Fantasy arcade action (last post here 4-18-23)
Forum rules
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.
-
- Posts: 619
- Joined: Wed Nov 17, 2010 6:35 pm
- Brohnesorge
- Posts: 474
- Joined: Sat Oct 08, 2016 9:10 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Win10
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]
There's no error there. The orange text is your sound device. Play mods before you report issues.
-
- Posts: 619
- Joined: Wed Nov 17, 2010 6:35 pm
Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]
Look at the "invalid keycommand" thing.Brohnesorge wrote:There's no error there. The orange text is your sound device. Play mods before you report issues.
Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]
KEYCONF doesn't support block comment /* ... */ and only line one // is accepted. Everything between /* and */ will be treated as console commands.
Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]
gmota_nomusic is still a server cvar. Clients can't change it for themselves in a server.
-
- Posts: 220
- Joined: Tue Jul 21, 2009 6:24 pm
Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]
Thanks for buffing the Torch!
The Cleansing Flame burns once more
The Cleansing Flame burns once more
- Combine_Kegan
- Posts: 467
- Joined: Sun Jan 19, 2014 8:12 am
- Location: Hopelessly stuck in the past
Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]
I'm not sure what I can do for that GMOTA_nomusic thing at the moment but I'll start looking into it, as for the keyconf thing, woops. I just commented it out properly and I'll make sure that's sorted for v1.3
Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]
Incidentally, is there supposed to be no custom music when playing as Doomslayer?Combine_Kegan wrote:I'm not sure what I can do for that GMOTA_nomusic thing at the moment but I'll start looking into it, as for the keyconf thing, woops. I just commented it out properly and I'll make sure that's sorted for v1.3
- Combine_Kegan
- Posts: 467
- Joined: Sun Jan 19, 2014 8:12 am
- Location: Hopelessly stuck in the past
Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]
Yep, intentional for now. After I get the other characters in I might make it so Doomslayer can potentially sample music from everyone's jukeboxes, provided that isn't a severe pain in the ass.Gideon020 wrote:Incidentally, is there supposed to be no custom music when playing as Doomslayer?Combine_Kegan wrote:I'm not sure what I can do for that GMOTA_nomusic thing at the moment but I'll start looking into it, as for the keyconf thing, woops. I just commented it out properly and I'll make sure that's sorted for v1.3
Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]
I usually do the stock soundtrack with a Megadrive soundfont when playing as the Doomslayer, its oddly fitting.
-
- Posts: 220
- Joined: Tue Jul 21, 2009 6:24 pm
Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]
Couple issues I've noticed:
-Magebane thieves often face the wrong direction when charging up their fan of knives attack. It has no real effect on gameplay but it can be confusing to see.
-When swordless, the dagger subweapon does not 'autofire'. I haven't noticed if this is the case for all subweapons.
-Magebane thieves often face the wrong direction when charging up their fan of knives attack. It has no real effect on gameplay but it can be confusing to see.
-When swordless, the dagger subweapon does not 'autofire'. I haven't noticed if this is the case for all subweapons.
Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]
Just curious:
Where did you get the sound clips for the Pavise Guard?
It's really cool!
Where did you get the sound clips for the Pavise Guard?
It's really cool!
- Combine_Kegan
- Posts: 467
- Joined: Sun Jan 19, 2014 8:12 am
- Location: Hopelessly stuck in the past
Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]
Whoops, the theives definitely aren't supposed to do that, just fixed that one, my bad.Funky Gnoll wrote:Couple issues I've noticed:
-Magebane thieves often face the wrong direction when charging up their fan of knives attack. It has no real effect on gameplay but it can be confusing to see.
-When swordless, the dagger subweapon does not 'autofire'. I haven't noticed if this is the case for all subweapons.
As for being unarmed and not having autofire, that's intentional, the trade off being you can tap the button and throw subweapons much faster compared to when you have the sword, but it seems to be confusing a lot of people, so I'll reduce the rate at which you can throw subweapons while unarmed and add the autofire to that. Shame too, I liked that little quirk between being armed and unarmed.
Those are all sounds from Mutoid man in Smash TV, and yeah, they ARE cool, really glad sgt shivers gave me that ideaRedoLane wrote:Just curious:
Where did you get the sound clips for the Pavise Guard?
It's really cool!
-
- Posts: 220
- Joined: Tue Jul 21, 2009 6:24 pm
Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]
If it really is intentional, that's fine by me. I don't really use a lot of subweapons while unarmed cuz I want to do lots of punchan and get that sweet buff (and/or suffer needlessly because I'm a hidebound fool).
The warding shield's tornado spell seems to pull enemies through walls sometimes? There's also the issue of the double lariat, punch stagger, Omen impacts, etc. affecting enemies through walls, but I'm not really sure it's possible or worth doing to fix that.
The warding shield's tornado spell seems to pull enemies through walls sometimes? There's also the issue of the double lariat, punch stagger, Omen impacts, etc. affecting enemies through walls, but I'm not really sure it's possible or worth doing to fix that.
- will183
- Posts: 99
- Joined: Wed Mar 29, 2017 3:27 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Win-10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: The land down under
Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]
Wait what is the sunder called internally? Want to give it to me cause im playing slaughterfest 2012 on berserker difficulty, would be essential to surviving