Lambda (Oct/08/2023)

Projects that alter game functions but do not include new maps belong here.
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blockbreaker1772
Posts: 1
Joined: Sun Jan 27, 2019 6:54 am

Re: Lambda - [Poll Closed]

Post by blockbreaker1772 »

Dosent work on GZDoom Dev 3.7. All I get is 1 error while parsing DECORATE scripts.

P.S
I am using Delta Touch
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Mere_Duke
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Joined: Sun Aug 28, 2016 3:35 pm
Location: Russia

Re: Lambda - [Poll Closed]

Post by Mere_Duke »

blockbreaker1772 wrote:Dosent work on GZDoom Dev 3.7. All I get is 1 error while parsing DECORATE scripts.

P.S
I am using Delta Touch
I have fixed current available version (today is 28/01/2019) for myself long ago. And now take a liberty to upload it for the sake of this cool mod.
Hope it helps, try it: https://www.mediafire.com/file/26tn3irb ... y.pk3/file
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TheCamaleonMaligno
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Re: [Release] Lambda: The OpFor Update

Post by TheCamaleonMaligno »

Hi everyone! sorry again for the long wait, but i finally did it!
Image

a new update has been released, check the first post for a more detailed changelog
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GamingMarine
Posts: 27
Joined: Sun Oct 30, 2016 2:05 pm
Graphics Processor: nVidia (Modern GZDoom)
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Re: [Release] Lambda: The OpFor Update

Post by GamingMarine »

For whatever reason, Lambda_Resources.pk3 is just a copy of Lambda_Code.pk3 under a different file name.
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TheCamaleonMaligno
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Re: [Release] Lambda: The OpFor Update

Post by TheCamaleonMaligno »

oh my fault, try again
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armymen12002003
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Re: [Release] Lambda: The OpFor Update

Post by armymen12002003 »

Is the new update compatible with custom monster packs?
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TheCamaleonMaligno
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Re: [Release] Lambda: The OpFor Update

Post by TheCamaleonMaligno »

Yes i suppose, there's also an option to disable lambda's ones if it doesn't work
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armymen12002003
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Re: [Release] Lambda: The OpFor Update

Post by armymen12002003 »

Oh ok looking forward to trying it
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LossForWords
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Re: [Release] Lambda: The OpFor Update

Post by LossForWords »

hey, just droppin' by to notify you that when i step into hazardous floors, the mod straight up crashes.
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epiccolton26
Posts: 53
Joined: Tue Apr 22, 2014 5:52 pm
Location: The depths of space, destroying entire solar systems

Re: [Release] Lambda: The OpFor Update

Post by epiccolton26 »

Mod's shaping up to be pretty good! :)

I seem to be unable to select the Opposing Force weapons, even when I pick them up in-game, use IDKFA, or the "give weapons" cheat in the commandline. Just figured I'd shoutout that possible bug.
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StroggVorbis
Posts: 866
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Graphics Processor: nVidia with Vulkan support
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Re: [Release] Lambda: The OpFor Update

Post by StroggVorbis »

Just tested the new update and it feels great :D
@epiccolton26 Selecting the OpFor weapons works fine for me, do you have the latest GZDoom (3.7.2)? It's true however, that neither give all nor impulse 101 gives you any of them, not a real dealbreaker, since it's a cheat :P

The vertical recoil toggle doesn't work properly for me, the screen jerks if I move sideways when firing. I'd suggest asking Phantombeta how he fixed it in his Se7evidas mod.

The only personal gripe with the mod I have otherwise is the chaingunguy, more specifically the MP5's behavior when dropped. It always gives 50 ammo like in OpFor, but in Half-Life it only gave 25. I prefer the latter since I'm not keen on having an abundance of ammo. Also, otherwise it would be the odd one out since glock clips and shotguns dropped by zombiemen and sergeants actually follow the standard Doom behavior of giving half the amount. :D
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epiccolton26
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Re: [Release] Lambda: The OpFor Update

Post by epiccolton26 »

DabbingSquidward wrote: @epiccolton26 Selecting the OpFor weapons works fine for me, do you have the latest GZDoom (3.7.2)? It's true however, that neither give all nor impulse 101 gives you any of them, not a real dealbreaker, since it's a cheat :P
Well, I did say possible bug for a reason. :P

Yeah, I have the latest (3.7.2), and I just tested the mod to make sure it wasn't a bug, and sure enough, the weapons spawn and do function. Guess I got a bit too eager to see the new weapons. :D
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armymen12002003
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Re: [Release] Lambda: The OpFor Update

Post by armymen12002003 »

LossForWords wrote:hey, just droppin' by to notify you that when i step into hazardous floors, the mod straight up crashes.
I've noticed this too
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lizardcommando
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Re: [Release] Lambda: The OpFor Update

Post by lizardcommando »

Can confirm that falling on hazardous floors crashes the mod.

Also, do the Op4 weapons spawn randomly or do certain enemies drop them and how often do they drop?
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StroggVorbis
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Re: [Release] Lambda: The OpFor Update

Post by StroggVorbis »

@lizardcommando The weapons spawn randomly, for example the M249 SAW has a chance to spawn instead of the gauss gun at plasma rifle spawns or the displacer instead of the gluon gun at BFG spots, so one weapon set isn't mutually exclusive but you're able to get both.

Speaking of which, it would be nice to add a check to the ScriptedSpawner to search the map and the player's inventory for weapons before spawning ammo. So that if you get the crossbow you won't find sniper ammo if the rifle doesn't exist elsewhere in the map.
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