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RaveYard wrote:
So, you can't open the door which leads to that corridor/room where the walls drop?
Can you show me a video or at least a screenshot of where you got stuck?
I don't know what it is, I know nobody else is having this problem. I recently changed PCs and carried over my old settings to my new one, and apparently something in my old settings is causing the problems. I did a fresh install of GZdoom and the door opened like normal, so I'm only left wondering, why did my old pc work with my own personal settings work, and why did a fresh install work, but not my old settings on new PC? I feel like it's gotta be something in the old rendering settings, I'll keep poking around.
RaveYard wrote:
So, you can't open the door which leads to that corridor/room where the walls drop?
Can you show me a video or at least a screenshot of where you got stuck?
I don't know what it is, I know nobody else is having this problem. I recently changed PCs and carried over my old settings to my new one, and apparently something in my old settings is causing the problems. I did a fresh install of GZdoom and the door opened like normal, so I'm only left wondering, why did my old pc work with my own personal settings work, and why did a fresh install work, but not my old settings on new PC? I feel like it's gotta be something in the old rendering settings, I'll keep poking around.
RaveYard wrote:
Could you post the config file? I'm curious if the bug can be reproduced on my end
I've been messing around more and I've been getting new configs to also create the glitch but it seems kind of random, I don't think I'm messing with any display or rendering settings, only one I think I've done constantly is turn off texture filtering? Also when I loaded a save that had the bug into a fresh engine that hadn't had it yet, the glitch was stuck into the new copy of the engine forever. I'm sorry if you're not exactly the person to ask to get help with this because I know it's an issue with my config across the board and not your project but thanks for helping.
Yes!!! I remember setting it to this back when sigil came out I think, it hadn't seemed to cause any problems up until now, but as long as it's fixed now. Thank you so so much, I've been wanting to play doom for a little less than a week before I actually reported the bug because I just thought my doom was... doomed. I knew I should've fumbled around with compat a bit more. Thanks so much! I'll try leaving something a little more positive when I actually finish the mod lol
So, now that I've actually been able to play through the full thing: this mod is shockingly well designed and has some very interesting gimicks to offer. Weapons are over the top and incredibly powerful, enemies certainly are too and the last level has some really badass ones, and some levels have an interesting and unique thing mixed in with their normal gameplay, such as shooting down nukes or dealing with getting glitched out or trying to fight while gravity keeps getting flipped around. It's very slaughtermap-y but the weapons you have will make up the difference. It just kind of ends suddenly which is unfortunate but what's all here is pretty fun and also usually worth a chuckle here and there. All in all, a fantastic mod that everybody should sit down and play once at least, but there are some pretty intense effects so maybe be aware if you have an older PC.
- Fluttershy throws items at player more clearly and from further away
- Ghosts are slightly weaker
- slightly less Hp
- take more damage from grenade launcher
- projectiles don't pass through them anymore when they attack
- Improve performance when shooting tank with Railgun
- Optimize RaveGun (and derivatives)
- occluded smoke behind the explosion is cut in singleplayer (very hard to see the difference)
- Rainbow Dash's attack sound can be heard from further away
- RocketLauncher
- Added fire trail and reduced smoke
- Less damage to player than before
- Increased explosion radius of detonated rockets
- UberCyberdemon
- Nuke can be now shot down
- EM03
- move autosave in sub lava area further from lava to reduce chances of getting soft locked
- remove old unused area
- EM04 reduced enemy reinforcements (less by around 1000 conscripts)
- EM05 Fix missing line blocking flag and textures disappearing near lava pillars
- the glass in each pod was supposed to block everything until the men are set free
- EM07 added torches and different floor texture to the last cave corridor (it used to be very hard to make out any shapes since all walls single shade/color of gray)
- EM10
- Fix two spots which should've killed player but didn't
- sky/void now kills monsters (no more cyberdemons falling down and surviving)
- Improve performance during the final fight (from ~59 FPS to ~75 FPS while fighting in the first few moments)
- reduced cannon fodder monsters (less cacodemons, less conscripts)
- reduced destructible walls (mostly turned two-sided walls into one sided and removed some from pillars)
- cacodemons that are far in the back spawn after player gets closer
- destructible walls are no longer updated each tick (finally got it working without crashes)
- removed megasphere at the bottom of the void
- Some minor changes barely worth mentioning
- deleted few vertices in EM01 and EM10
- removed some unused ACS code
- fixed all starting warnings
- ZScript explicitly now requires 4.3.0 GZDoom or newer (basically changes only the error message, because with anything older than 4.3.0 it won't start anyway)