[1.3 WIP] Codename: DEMOLITIONIST

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Tworedshirt
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Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

Post by Tworedshirt »

the console returned this string upon entering swwm_voicetype

"swwm_voicetype" is "" (default: "default")
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Marisa the Magician
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Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

Post by Marisa the Magician »

That's clearly broken, set it back to default.
Tworedshirt
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Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

Post by Tworedshirt »

Sorry for the late reply irl got in the way of checking back in this. I've set it back to default and it works perfectly now. Thank you very much for your assistance.
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Marisa the Magician
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Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

Post by Marisa the Magician »

Glad it worked. I've also taken the time to fix this in the mod itself, resetting the cvar on load should it have an incorrect value.

The option itself currently has not much of an use since voicepack add-ons haven't yet been made.
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Marisa the Magician
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Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

Post by Marisa the Magician »

Well, seeing as this font stuff is more trouble than it's worth, I decided to clean things up and severely reduce filecount by discarding the flat and inverse-shaded font variants, along with the MASSIVE pan-unicode bigfont.

The mod can now work in pk3 form again, but main menu text will look a bit... chunky from now on.

Oh, and of course, I'm STILL working on everything to get 0.9.11b out, but I think by the time I'm done with that it'll just be 1.0, or a release candidate, more like.
SaveTheDoomer
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Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

Post by SaveTheDoomer »

Played a lot, a really funny mod, expecially the 25-barreled shotgun :shock:
One thing : the hellblazer crosshair seems to be missing, am i wrong?
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Marisa the Magician
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Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

Post by Marisa the Magician »

Addressed, forgot to call Super on the RenderUnderlay override.
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Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

Post by SaveTheDoomer »

I also noted that sometimes, after setting infiniteammo true, the dual explodium guns primary fire doesn't work...
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Marisa the Magician
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Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

Post by Marisa the Magician »

Infinite ammo does break some things. But I can't seem to reproduce that specifically.
SaveTheDoomer
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Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

Post by SaveTheDoomer »

Yeah, it happened several times after completing some levels, but i don't know precisely the moment it broke :?
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Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

Post by SaveTheDoomer »

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Marisa the Magician
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Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

Post by Marisa the Magician »

Fixed. Infinite ammo allows selection of the dual weapon variant even though you only own one single copy.
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Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

Post by SaveTheDoomer »

Great :D
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Marisa the Magician
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Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

Post by Marisa the Magician »

OK I know people will be dying to try this out with that shiny experimental gzdoom-gles and I'll just say this beforehand. This mod WILL NOT with it OpenGL ES, and CAN NOT be made to work with it. It lacks major shader features that are ESSENTIAL for the effects this mod uses.
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Plenty
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Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de

Post by Plenty »

Pretty nifty mod, if I could say so.

After a lot of playtime however, I feel that the airblaster could take less strokes to fully charge, as in some maps doing all five strokes continuaosly is a bit agravating as it turns out to be a exhausting over time. even if it's just going from 5 strokes to 4, would be much appreciate.

Also I know you can perform a big blast with the biospark like the shock rifle in unreal, but the primary fire by itself still seems a bit underwhelming for a slot seven weapom, as it is only really effective against the lowest tier enemies. Not saying that it should 1 shot a hellknight, but I could use a small damage buff nonetheless like, idk 20% extra damage? The thing is that everytime I fire the gun it looks like it should be more powerfull than it actually is, and that doesn't feel right.

That's about it, I've seem people suggestion big changes in the ways the guns work here, but honestly I don't have any problem playing this mod, even if half the arsenal deals some type of area damage, or what not, all I have to say is stop shooting everything point blacnk like it was a bfg, honestly. All the stuff in here is pretty good.
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