ouch_m 2: abort_m [CANCELLED]

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fakemai
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Re: ouch_m 2: abort_m [v0.99]

Post by fakemai »

EXTREME RICE + jumping FLOOR4_8 smash into a Cacodemon = BADASS. Also played the previous version with a friend and it's hilarious that the upgraded ouch face doesn't care about friendly fire. Nothing survives the Ouchpocalypse.

EDIT: Also Astolfo > anything in Colourful Hell. Sadly I found they ignore Romero's head.
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Marisa the Magician
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Re: ouch_m 2: abort_m [v0.99]

Post by Marisa the Magician »

Hotfix 2 for v0.99 released. ALL the stuff that bounces should hopefully NEVER EVER get stuck EVER again.

If this somehow still happens, PLEASE REPORT IMMEDIATELY and send me a savegame where they're stuck, along with a list of all mods you have loaded, so I can debug it.
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LossForWords
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Re: ouch_m 2: abort_m [v0.99.2]

Post by LossForWords »

i downloaded and tried to play the new version and this error showed up

Script error, "abort_m_v0.99f2.pk3:zscript/w_poke.zsc" line 316:
Unknown function Activate
Script error, "abort_m_v0.99f2.pk3:zscript/w_poke.zsc" line 339:
Unknown function Activate

Execution could not continue.

2 errors while parsing DECORATE scripts

what should i do? am i using the wrong gzdoom release?
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PlayerLin
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Re: ouch_m 2: abort_m [v0.99.2]

Post by PlayerLin »

LossForWords wrote: what should i do? am i using the wrong gzdoom release?
Make sure you're using 3.3.2 release of GZDooM or latest pre3.4 dev builds for run this mod.
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Marisa the Magician
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Re: ouch_m 2: abort_m [v1.0]

Post by Marisa the Magician »

Line.Activate was added in 3.3.2, so your GZDoom is definitely out of date.

In other news, 1.0 is now out! I finally added the custom HUD. And with that, the mod is now in a truly complete state (or as they'd say in the industry, it just went "gold").
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GeneralDelphox
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Re: ouch_m 2: abort_m [v1.0]

Post by GeneralDelphox »

I came in buckets.
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RedoLane
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Re: ouch_m 2: abort_m [v1.0]

Post by RedoLane »



pure fun. totally qualified for a cacoward!
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Marisa the Magician
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Re: ouch_m 2: abort_m [v1.0]

Post by Marisa the Magician »

It has come to my attention that Revenant skulls still defy all my attempts to NOT get stuck. I have NO IDEA what exactly causes them to get stuck and any attempts to fix it once again just make them get MORE stuck.

At this point the bug can be officially considered IMPOSSIBLE to fix.

Edit: A hotfix is up. it has nothing to do with Revenant skulls. Corrects some minor sprite scaling issues and forces the non-shader Berserk overlay when using software renderers.

Edit numero dos: Hotfix 2 is up. Added some extra convenience options for friendly monsters (Targettable Boss Brain, Drop Off Tall Ledges) and implemented Berserk skin randomization (along with per-skin pickup messages).
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Iron Droog
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Re: ouch_m 2: abort_m [v1.0.2]

Post by Iron Droog »

Hmm somehow each time i gabbing Berserk the game crashes. I thought it's sripted just like the Abort Button but then i saw your video on a working berserk.
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Marisa the Magician
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Re: ouch_m 2: abort_m [v1.0.2]

Post by Marisa the Magician »

Mind telling me what the error is?
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Rip and Tear
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Re: ouch_m 2: abort_m [v1.0.2]

Post by Rip and Tear »

Marisa Kirisame wrote:Mind telling me what the error is?
Tried to read from address zero. In function parameter “self”
Called from CVar.GetInt [native]
Called from GibeAbort.RenderOverlay at abort_m.pk3/zscript/h_handler.zsc, line 259
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Iron Droog
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Re: ouch_m 2: abort_m [v1.0.2]

Post by Iron Droog »

Marisa Kirisame wrote:Mind telling me what the error is?
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EddieMann
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Re: ouch_m 2: abort_m [v1.0.2]

Post by EddieMann »

What if the abort button had an altfire?
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Marisa the Magician
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Re: ouch_m 2: abort_m [v1.0.2]

Post by Marisa the Magician »

Ah, I think I might have screwed something up there and used a cvar that only exists on devbuilds.

Edit: Hotfix 3 released with this little mistake fixed up.
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Gorec
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Re: ouch_m 2: abort_m [v1.0.3]

Post by Gorec »

normal map music plays when using berserk or invul

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