[3.2!] FINAL DOOMER +

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Re: [2.4] FINAL DOOMER +

Postby Setoncio » Wed Jan 16, 2019 3:48 pm

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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Re: [2.4] FINAL DOOMER +

Postby Yholl » Fri Jan 18, 2019 11:44 am

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.
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Re: [2.4] FINAL DOOMER +

Postby Stephen312312 » Wed Feb 13, 2019 5:34 pm

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

Postby Blue Shadow » Wed Feb 13, 2019 7:21 pm

Stephen312312 wrote:I found a bug: when picking up an invulnerability sphere, the screen goes black.

Sounds familiar...
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Re: [2.4] FINAL DOOMER +

Postby john190 » Sun Apr 07, 2019 11:43 am

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.
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Re: [2.4] FINAL DOOMER +

Postby john190 » Sun Apr 07, 2019 12:30 pm

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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Re: [2.4] FINAL DOOMER +

Postby CyborgParrot » Sun Apr 14, 2019 2:39 am

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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Re: [2.4] FINAL DOOMER +

Postby Zaratul » Fri May 31, 2019 3:12 pm

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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Re: [2.4] FINAL DOOMER +

Postby Yholl » Sat Jun 01, 2019 12:28 pm

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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Re: [2.4] FINAL DOOMER +

Postby CasualScrub » Wed Jun 05, 2019 6:07 pm

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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Re: [2.4] FINAL DOOMER +

Postby Yholl » Wed Jun 05, 2019 6:47 pm

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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Re: [2.4] FINAL DOOMER +

Postby Captain J » Thu Jun 06, 2019 1:53 am

'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 5:22 am, edited 2 times in total.
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Re: [2.4] FINAL DOOMER +

Postby SergeantDiggs » Thu Jun 06, 2019 11:53 am

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

Postby Tesculpture » Fri Jun 07, 2019 9:14 am

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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Re: [2.4] FINAL DOOMER +

Postby Yholl » Fri Jun 07, 2019 7:47 pm

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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