[3.4!] FINAL DOOMER +

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Setoncio
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Joined: Fri Jan 11, 2019 4:31 pm

Re: [2.4] FINAL DOOMER +

Post by Setoncio »

Hey, quick question about the mod's guts; why does it touch the keycards? It conflicts with SmoothDoom, since that one defines a "SmoothKeycard" actor for each one and apply a glow to them.
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Yholl
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Re: [2.4] FINAL DOOMER +

Post by Yholl »

Setoncio wrote:Hey, quick question about the mod's guts; why does it touch the keycards? It conflicts with SmoothDoom, since that one defines a "SmoothKeycard" actor for each one and apply a glow to them.
All my mods have a shared keycard system for coop. When someone gets a key, all players will recieve the key.

Final Doomer touches all the items, so keys aren't the only thing altered.
Stephen312312
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Joined: Mon Apr 14, 2008 8:10 am

Re: [2.4] FINAL DOOMER +

Post by Stephen312312 »

I found a bug: when picking up an invulnerability sphere, the screen goes black.
Blue Shadow
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Re: [2.4] FINAL DOOMER +

Post by Blue Shadow »

Stephen312312 wrote:I found a bug: when picking up an invulnerability sphere, the screen goes black.
Sounds familiar...
john190
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Joined: Sun Jun 25, 2017 6:37 am

Re: [2.4] FINAL DOOMER +

Post by john190 »

Is there an option where it disables the weaponless transition to the next level?
Like when I finish the level but then in the next level starts it takes my weapons away.
john190
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Re: [2.4] FINAL DOOMER +

Post by john190 »

john190 wrote:Is there an option where it disables the weaponless transition to the next level?
Like when I finish the level but then in the next level starts it takes my weapons away.
Never mind I figured it out.
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CyborgParrot
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Graphics Processor: nVidia with Vulkan support

Re: [2.4] FINAL DOOMER +

Post by CyborgParrot »

Really good Weapons Mod, they fit so nicely with the WAD's they're made for! :D

It would nice if this had it's own Monster Sets to go with each Arsenal, and every Arsenal had it's own unique colored and patterned Glove Sprites like the TNT and AA Weapons do (example: Green Camoflage Gloves for Plutonia Arsenal).

Other than that it's a really good Mod.
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Zaratul
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Re: [2.4] FINAL DOOMER +

Post by Zaratul »

Playing with Final Doomer HUD only for quite a while and i have a 2 suggestions:

-doomguy mugshot in lower left corner, over the health indicator
-berserk pack indicator just like in GZdoom hud
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Yholl
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Re: [2.4] FINAL DOOMER +

Post by Yholl »

Zaratul wrote:Playing with Final Doomer HUD only for quite a while and i have a 2 suggestions:

-doomguy mugshot in lower left corner, over the health indicator
-berserk pack indicator just like in GZdoom hud
Hmm, not sure about the mugshot, but the berserk is definitely a good idea.
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CasualScrub
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Re: [2.4] FINAL DOOMER +

Post by CasualScrub »

Not trying to pester at all, just curious how progress on the mod has come along and if there's an estimation on next release.
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Yholl
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Re: [2.4] FINAL DOOMER +

Post by Yholl »

CasualScrub wrote:Not trying to pester at all, just curious how progress on the mod has come along and if there's an estimation on next release.
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Captain J
 
 
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Re: [2.4] FINAL DOOMER +

Post by Captain J »

'Member Final Doomer ++? Ooooo I 'member!

EDIT: I'm joking, btw. Let us just not post off-topic stuff until the author tell us what is new first.
Last edited by Captain J on Fri Jun 07, 2019 4:22 am, edited 2 times in total.
SergeantDiggs
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Joined: Mon Dec 11, 2017 12:34 pm

Re: [2.4] FINAL DOOMER +

Post by SergeantDiggs »

Excuse me, whaaaaaaaat?!
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Tesculpture
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Re: [2.4] FINAL DOOMER +

Post by Tesculpture »

On the subject of Berserk, could you add an option for whether you auto-switch to melee on getting a B-Pack, like you have in LegenDoom?
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Yholl
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Re: [2.4] FINAL DOOMER +

Post by Yholl »

Tesculpture wrote:On the subject of Berserk, could you add an option for whether you auto-switch to melee on getting a B-Pack, like you have in LegenDoom?
Already did
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