GMOTA: Fantasy arcade action (last post here 4-18-23)

Projects that alter game functions but do not include new maps belong here.
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.
Goregrinder
Posts: 26
Joined: Sat Sep 23, 2017 1:28 pm

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

Post by Goregrinder »

I really love this mod and i'm sad i didnt get around to it sooner

i love all the personality and quality in the new sprites and the animations, and the gameplay is fantastic. it's like golden axe meets demonsteele, but i think i like this a bit better than demonsteele. it's impressive that the two characters play very differently but both are great fun. I'm looking forward to seeing what the new guy is like.
Bobby
Posts: 102
Joined: Sun Mar 03, 2019 11:59 am

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

Post by Bobby »

Can you release the songs in Blaz's soundtrack as a seperate mod please? Great mod by the way!
User avatar
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]

Post by Combine_Kegan »

Bobby wrote:Can you release the songs in Blaz's soundtrack as a seperate mod please? Great mod by the way!
I'm pretty sure a fair chunk of Blaz's songs are featured in the SNES jukebox, as seen here:

viewtopic.php?f=46&t=49073

This would offer you way more variety too, seeing as all of the songs I've picked are mainly focused to fit for Blaz specifically. Glad you like the mod though, I look forward to getting this update out for you all.
toppingtart
Posts: 5
Joined: Sat Feb 02, 2019 7:50 am

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

Post by toppingtart »

can we get a version of the mod that keeps the vanilladoom enemies?
Someone64
Posts: 416
Joined: Tue Feb 23, 2016 11:59 am

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

Post by Someone64 »

I'd just like to report that Dead Simple (map07 of Doom 2) doesn't work properly. Killing the arachnotron replacements doesn't trigger the middle platform to lower properly.
Someone64
Posts: 416
Joined: Tue Feb 23, 2016 11:59 am

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

Post by Someone64 »

Another bug report: if you fire the Morningstar then trigger rage while it's cocking, this will happen (on GZDoom 4.0.0)

[imgur]https://i.imgur.com/ZJw7vrw[/imgur]
User avatar
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]

Post by Combine_Kegan »

Someone64 wrote:I'd just like to report that Dead Simple (map07 of Doom 2) doesn't work properly. Killing the arachnotron replacements doesn't trigger the middle platform to lower properly.
Very odd. What character were you playing as, and what did you use to kill them?
Someone64 wrote:Another bug report: if you fire the Morningstar then trigger rage while it's cocking, this will happen (on GZDoom 4.0.0)
[imgur]https://i.imgur.com/ZJw7vrw[/imgur]
This bug was actually the result of how the berserk rune works, this is something I've addressed for the upcoming update, so no worries there.
AvzinElkein
Posts: 619
Joined: Wed Nov 17, 2010 6:35 pm

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

Post by AvzinElkein »

Will GMOTA remain DOOM-only?
User avatar
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]

Post by Combine_Kegan »

AvzinElkein wrote:Will GMOTA remain DOOM-only?
I'm afraid so, after a lot of consideration I've felt like it's not worth the time grappling with Heretic and Hexen for the sake of compatibility.
User avatar
thedeathrunner123
Posts: 149
Joined: Fri May 18, 2018 1:07 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 10 Pro
Graphics Processor: nVidia with Vulkan support
Location: Somewhere in my mind

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

Post by thedeathrunner123 »

Does anyone know of a way that I could code out the Sunders overheat cooldown stage? I wanna do a "Sunder Zerk" only run for shits n gigs.
User avatar
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]

Post by Combine_Kegan »

thedeathrunner123 wrote:Does anyone know of a way that I could code out the Sunders overheat cooldown stage? I wanna do a "Sunder Zerk" only run for shits n gigs.
In the Sunder's sawpunch actor xdeath state, look for this line

Code: Select all

		TNT1 A 0 A_giveinventory ("overheat", 600, AAPTR_TARGET)   
And comment that out with a //, that should make it so you can punch shit with the Sunder for free.

Also I apologize for the silence, I'm still working on this update and waiting on the last bit of sprites I need for Kustam and a few monsters.
User avatar
thedeathrunner123
Posts: 149
Joined: Fri May 18, 2018 1:07 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 10 Pro
Graphics Processor: nVidia with Vulkan support
Location: Somewhere in my mind

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

Post by thedeathrunner123 »

Combine_Kegan wrote:
thedeathrunner123 wrote:Does anyone know of a way that I could code out the Sunders overheat cooldown stage? I wanna do a "Sunder Zerk" only run for shits n gigs.
In the Sunder's sawpunch actor xdeath state, look for this line

Code: Select all

		TNT1 A 0 A_giveinventory ("overheat", 600, AAPTR_TARGET)   
And comment that out with a //, that should make it so you can punch shit with the Sunder for free.

Also I apologize for the silence, I'm still working on this update and waiting on the last bit of sprites I need for Kustam and a few monsters.
Thanks bro. RAMPAGE TME.
Edit: put on sv_unlimitedpickup and set each sunder hit to give 100 zerk energy and I now have INFINITE RAGE! :twisted: Also My game will often crash to console when activating the INFINITE RAGE! :twisted: This happens not just with the sunder thou it does it with almost every weapon. I only got it to work after standing still and activating it.
User avatar
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]

Post by Combine_Kegan »

Yeah the rage crash is happening with newer versions of GZdoom due to how activating it takes your weapons away, it's been fixed in v1.3, that'll be coming in due time.
Bobby
Posts: 102
Joined: Sun Mar 03, 2019 11:59 am

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

Post by Bobby »

Bug: Hell knight death sprites don't show the helmet or other gear.
User avatar
thedeathrunner123
Posts: 149
Joined: Fri May 18, 2018 1:07 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 10 Pro
Graphics Processor: nVidia with Vulkan support
Location: Somewhere in my mind

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

Post by thedeathrunner123 »

Bobby wrote:Bug: Hell knight death sprites don't show the helmet or other gear.
I dont think thats a bug, considering it breaks and falls off after they start collapsing.
Post Reply

Return to “Gameplay Mods”