Yup.jazzmaster9 wrote:Im guessing we are allowed to use this after the new beta is out?

Yup.jazzmaster9 wrote:Im guessing we are allowed to use this after the new beta is out?
Spoiler:
What version is your rebalanced one based on? There's been a lot of changes to the code since 1.00C, the last public version. The monsters and weapons have been rebalanced. You'll have to read the patch notes for the 1.10 beta and 1.10 to find out what has changed.HyperExia wrote:Are there any changes in the code I should be aware of? for all I know they could work the same way but the code is entirely different.
Code: Select all
States
{
Spawn:
WIMM A 1
Loop
Ready:
IMMG A 1 A_WeaponReady
Loop
Deselect:
IMMG AAAAAA 0 A_Lower
IMMG A 1 A_Lower
Loop
Select:
IMMG AAAAAAA 0 A_Raise
IMMG A 1 A_Raise
Loop
Fire:
IMMG A 3 Bright
IMMG C 4 Bright {A_GunFlash; A_PlayWeaponSound("weapons/bigfir");}
IMMG D 6 Bright A_FireCustomMissile("FireShot1",0,1,0,0)
IMMG EGHIJK 4
IMMG A 7 A_Refire
goto Ready
AltFire:
IMMG A 3 Bright
IMMG C 4 Bright {A_GunFlash; A_PlayWeaponSound("weapons/bigfir");}
IMMG D 6 Bright A_FireCustomMissile("FireBomb1",0,1,0,0)
IMMG EGHIJK 4
IMMG A 7 A_Refire
goto Ready
Flash:
TNT1 A 3 Bright A_Light1
TNT1 A 4 Bright A_Light2
TNT1 A 6 Bright A_Light0
stop
}
Code: Select all
Ready:
IMMG A 1
{
if (A_JumpIfInventory("AmmoFire", 3, "Null")) { A_WeaponReady; }
else { A_WeaponReady(WRF_NOSECONDARY); }
}
Loop
Code: Select all
Ready:
IMMG A 1
{
if (CountInv("AmmoFire") >= 3)
{
A_WeaponReady;
}
else
{
A_WeaponReady(WRF_NOSECONDARY);
}
}
Loop
We need to wait 24 hours :OAmuscaria wrote:Hell-Forged v1.10 is now live!
Get it here: https://www.moddb.com/games/doom-ii/dow ... orged-v110
I will no longer be updating this mod until Episode 2 is ready (where I will likely need to make a 1.20 version to have the two mods work together correctly), unless some major bugs are found.
Follow episode 2 development here: viewtopic.php?f=19&t=73013