[Proof of Concept] Build Your Skill

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wildweasel
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Re: [Proof of Concept] Build Your Skill

Post by wildweasel »

edward850 wrote:I completely forgot I had this unuploaded 6GB encoded video since June. Enjoy.
Ah...yeah, that's from a pretty old version of the mod, too. Sorry, I'm currently not working on the mod as of late. College work and other projects are occupying the majority of my time.
ilovedoom! clone
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Re: [Proof of Concept] Build Your Skill

Post by ilovedoom! clone »

Download link doesn't work :(
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wildweasel
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Re: [Proof of Concept] Build Your Skill

Post by wildweasel »

ilovedoom! clone wrote:Download link doesn't work :(
Works for me. Otherwise, what download link?
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EddieMann
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Re: [Proof of Concept] Build Your Skill

Post by EddieMann »

Who manufactures guns with such ridiculously hefty trigger pulls? Oh, and it just says "gettargethealth" at the bottom of the screen, no HUD nor anything.
Give_Inventory Unknown Item type CC_Imp frequently appears, too.
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wildweasel
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Re: [Proof of Concept] Build Your Skill

Post by wildweasel »

EddieMann wrote:Who manufactures guns with such ridiculously hefty trigger pulls? Oh, and it just says "gettargethealth" at the bottom of the screen, no HUD nor anything.
Give_Inventory Unknown Item type CC_Imp frequently appears, too.
Yeah the last time this mod was tested was long before ZScript was even being alpha tested, and I'm absolutely convinced I've done everything in the wrongest, most criminal way possible, so things breaking isn't just understandable: it's expected.
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Somagu
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Re: [Proof of Concept] Build Your Skill

Post by Somagu »

I actually can't verify that issue. It's working fine for me in version 4.1.3, aside from the fact that Kinsie's test map tends to mess with functions that use ACS, which isn't unique to this particular mod.
That One Guy
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Re: [Proof of Concept] Build Your Skill

Post by That One Guy »

This Is Really Cool!, And Another Name Of The Mod Would Be "Practice Makes Perfect".
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EddieMann
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Re: [Proof of Concept] Build Your Skill

Post by EddieMann »

Somagu wrote:I actually can't verify that issue. It's working fine for me in version 4.1.3, aside from the fact that Kinsie's test map tends to mess with functions that use ACS, which isn't unique to this particular mod.
I'm using 4.2 Pre, a devbuild.
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Somagu
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Re: [Proof of Concept] Build Your Skill

Post by Somagu »

EddieMann wrote:
Somagu wrote:I actually can't verify that issue. It's working fine for me in version 4.1.3, aside from the fact that Kinsie's test map tends to mess with functions that use ACS, which isn't unique to this particular mod.
I'm using 4.2 Pre, a devbuild.
Can confirm it works fine in 4.2 pre here as well. Are you absolutely sure it's not just the map you're playing, or a conflicting ACS script? Does it still not work if you load it with absolutely nothing else in your load order or autoload?
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EddieMann
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Re: [Proof of Concept] Build Your Skill

Post by EddieMann »

Somagu wrote:
EddieMann wrote:
Somagu wrote:I actually can't verify that issue. It's working fine for me in version 4.1.3, aside from the fact that Kinsie's test map tends to mess with functions that use ACS, which isn't unique to this particular mod.
I'm using 4.2 Pre, a devbuild.
Can confirm it works fine in 4.2 pre here as well. Are you absolutely sure it's not just the map you're playing, or a conflicting ACS script? Does it still not work if you load it with absolutely nothing else in your load order or autoload?
Considering that i've only used IWADs, i'm certain - though, not so sure about TargetSpy nor the Proper Crosshair minimod. Still, a proper HUD with keys, health, ammo and all that other stuff would be nice to have even in a proof-of-concept mod.
Hopefully it will be finished with the other guns as well so the IoS is beatable. Plasma rifle behaving as a flamethrower could fit.

And maybe a bigger ammo capacity for the machine gun. It's an absolutely great concept that deserves to be revisted and tried better.
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