Doomreal [1.2]

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Slax
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Re: Doomreal [1.0]

Post by Slax »

One point OH SHIT. I know what I'm playing this weekend.
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Marisa the Magician
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Re: Doomreal [1.0.1]

Post by Marisa the Magician »

One point oh wan.
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snarkel
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Re: Doomreal [1.0.1]

Post by snarkel »

It could just be me being dumb but is the power shield supposed to still slowly drain with the setting to make it function like in Unreal enabled?
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Marisa the Magician
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Re: Doomreal [1.0.2]

Post by Marisa the Magician »

Yes. The fact it doesn't do that in vanilla Unreal is due to a developer oversight.
Starman the Blaziken
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Re: Doomreal [1.0.4]

Post by Starman the Blaziken »

I think I might have a bit of an aiming issue when using the ASMD at max autoaim (I just have it on max normally for kicks and giggles) where when I shoot the secondary projectile, the primary fire seems to normally aim a bit lower and thus mostly might hit the power shot unless I am close or aiming in a certain way like maybe if an enemy was in the way of said angled secondary projectile like a baron.
Also, Mr. Iccarus covered your mod if you had not watched it already as I am typing this. :P
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MentzWolf
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Re: Doomreal [1.0.4]

Post by MentzWolf »

Awesome mod! The only nitpick I have is that there isn't any way to disable individual weapons; enabling the prototype weapons alongside the normal ones makes weapon management a bit of a pain but otherwise this mod is fantastic :mrgreen:
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UnbornDecay25
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Re: Doomreal [1.0.4]

Post by UnbornDecay25 »

I really wanna play this but how do I set it up in ZDL? I have DT on top, DR in the middle, and my mapset on bottom, and I'm getting fatal error of

56 errors, 0 warnings while compiling stinger_m.pk3:zscript.txt
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QuakedoomNukem Cz
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Re: Doomreal [1.0.4]

Post by QuakedoomNukem Cz »

It should be the other way around, the bottom files always have the top priority in ZDL. It's weird.
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UnbornDecay25
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Re: Doomreal [1.0.4]

Post by UnbornDecay25 »

QuakedoomNukem Cz wrote:It should be the other way around, the bottom files always have the top priority in ZDL. It's weird.
Nope. Flipping it got me 300 errors instead of 50
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Marisa the Magician
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Re: Doomreal [1.0.4]

Post by Marisa the Magician »

Are you sure you've updated both mods to their latest versions?
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UnbornDecay25
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Re: Doomreal [1.0.4]

Post by UnbornDecay25 »

Marisa Kirisame wrote:Are you sure you've updated both mods to their latest versions?
Yeah that was my bad. I swear I've been incompetent on the Doom Forums lately
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Marisa the Magician
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Re: Doomreal [1.0.5]

Post by Marisa the Magician »

Pushed out 1.0.5 for both DT and Doomreal. The main highlight of this is the "combiner patch" that will allow items and weapons from both mods to coexist.

Edit: Quick oopsie, added missing Chainsaw icons to the Combiner Patch.

Edit Edit: Rifle was missing select sound.

Edit Edit Edit: Fix had a typo so it wasn't really a fix, fixed.
Awesomedude148
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Re: Doomreal [1.0.6]

Post by Awesomedude148 »

Can you fix so that when u use infinite ammo and reload it reloads but doesn't take from your ammo amount.
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Marisa the Magician
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Re: Doomreal [1.0.6]

Post by Marisa the Magician »

I thought I fixed that already.
Awesomedude148
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Re: Doomreal [1.0.6]

Post by Awesomedude148 »

Oh and I tried to run 1.0.6 but it said 19 errors 0 warnings while compiling zscript.txt
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