[V1.1!] Twilight Zoner
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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.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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.
- SiFi270
- Posts: 458
- Joined: Tue Feb 10, 2015 2:51 am
- Location: Does anyone put a serious answer here?
Re: [V1.1!] Twilight Zoner
I've found another issue, this time with both this mod and Eternal Doomer. The fists have no effect on hitscan-activated switches such as the red cross secret at the start of TZ2 map04 or ED's many breakable walls.
- Sgt. Shivers
- Posts: 1743
- Joined: Fri Jun 22, 2012 5:39 am
Re: [V1.1!] Twilight Zoner
Are you sure? I just tested out the mod on Map18 of Doom 2 and I was able to open the first switch door.SiFi270 wrote:I've found another issue, this time with both this mod and Eternal Doomer. The fists have no effect on hitscan-activated switches such as the red cross secret at the start of TZ2 map04 or ED's many breakable walls.
- SiFi270
- Posts: 458
- Joined: Tue Feb 10, 2015 2:51 am
- Location: Does anyone put a serious answer here?
Re: [V1.1!] Twilight Zoner
Okay, it turns out the one in TZ2 map04 works if you look up, otherwise it hits too low compared to the vanilla fist. It seems the breakable walls in Eternal are another trick entirely. If I start map01 with no monsters and head straight to the lowest point on the automap, the vanilla fist will break the wall open, but not the ones in Eternal Doomer or Twilight Zoner. Looking at the map in an editor shows that the trigger line in front of the wall isn't solid, so that could have something to do with it.
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- Posts: 2
- Joined: Mon Dec 31, 2018 12:07 am
Re: [V1.1!] Twilight Zoner
Just wanted to say thank you for this awesome weapon pack! All the weapons feel more satisfying than the norm, but are reassuringly familiar. Great spritework that suits the vibe of the WAD. Just got through Subspace with this pack and it's tons of fun. Love these Final Doomer style weapon packs designed with certain WADs in mind.
- Sgt. Shivers
- Posts: 1743
- Joined: Fri Jun 22, 2012 5:39 am
Re: [V1.1!] Twilight Zoner
That's kind of strange. It must be a "shot passes through" linedef rather than an impact one. How do those walls react to plasma ball shots? Do they work with projectiles or does the attack have to be hitscan?SiFi270 wrote:Okay, it turns out the one in TZ2 map04 works if you look up, otherwise it hits too low compared to the vanilla fist. It seems the breakable walls in Eternal are another trick entirely. If I start map01 with no monsters and head straight to the lowest point on the automap, the vanilla fist will break the wall open, but not the ones in Eternal Doomer or Twilight Zoner. Looking at the map in an editor shows that the trigger line in front of the wall isn't solid, so that could have something to do with it.
- SiFi270
- Posts: 458
- Joined: Tue Feb 10, 2015 2:51 am
- Location: Does anyone put a serious answer here?
Re: [V1.1!] Twilight Zoner
Neither vanilla plasma nor the kind from these mods will activate it.
Re: [V1.1!] Twilight Zoner
I liked the looks and how simple and direct this weapon pack's proposal is. I also recorded a https://youtu.be/qsQ5mfS6xuM with it.