[1.3 WIP] Codename: DEMOLITIONIST

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Dutchygamer
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Re: [1.1.3] SWWM GZ: Cute robutt whomst love to explode demo

Post by Dutchygamer »

Marisa Kirisame wrote:
Dutchygamer wrote:- The standard buckshot and slug shotgun shells deal very... inconsistent damage. I've encountered multiple times that they deal 0 damage point blank, even on something weak as a Zombieman. It is very weird, as the next shot may deal the intended damage. Is there something of a minimum range you have build in? It seems to happen with both the Spreadgun and the Wallbuster.
I thought that was fixed already??? Whatever it is that's happening there, I simply cannot reproduce it. It never happens on my end. Is your GZDoom up to date? Are you running any other mods with this?
I run it with my monster randomizer mod, together with LegenDoomLite, Champions mod and Corruption Cards. I have the assumption it lies in one of the latter three, as the monster randomizer is simply based on vanilla Doom monsters. When I have the time I'm going to do some testing, see which one causes this.

EDIT:
As discussed during your stream I had set up my GibHealths wrong, which caused this issue.
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Marisa the Magician
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Re: [1.1.7] SWWM GZ: Cute robutt whomst love to explode demo

Post by Marisa the Magician »

Yeah, I'm glad that could be solved as being modder error from your part.

*continues crushing bugs*
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Enjay
 
 
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Re: [1.1.7] SWWM GZ: Cute robutt whomst love to explode demo

Post by Enjay »

I was wondering if you would consider making the minimap a stand-alone module?

I would fully understand if the answer is no (especially as you commented that it took quite a bit of work to get it up and running) but it's a really good minimap: very clear, very usable, and it would be nice to have it on hand even when not playing SWWM.
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Marisa the Magician
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Re: [1.1.7] SWWM GZ: Cute robutt whomst love to explode demo

Post by Marisa the Magician »

Yeah, I often find myself missing the minimap when playing other mods, I can understand.

It's honestly so integrated with the mod that I doubt I can, really. But there's always kMinimap as another option, even if it doesn't have actor display.
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Enjay
 
 
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Re: [1.1.7] SWWM GZ: Cute robutt whomst love to explode demo

Post by Enjay »

Yup, I had a look inside SWWM and decided for myself that it would be really hard to extract it as a stand-alone. I'd found kMinimap but the one in SWWM is more detailed, has more functionality and more options(kMinimap also spits out a few console warnings too - usual thing, truncated floating point warning) so I thought I might as well ask. Thanks for answering. :D
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Marisa the Magician
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Re: [1.1.8] SWWM GZ: Cute robutt whomst love to explode demo

Post by Marisa the Magician »

1.1.8 has been pushed with a couple fixes and tweaks (most Hexen-related):
  • Healthbars and minimap trackers now properly handle morphed monsters.
  • Ammo Fabricators have been rebalanced, previously they would give way too much ammo too quickly. In addition, they can no longer be held in the inventory.
  • Vanilla Hexen bosses (and others) with the "vanilla enhancer" enabled now actually do count as bosses for achievements and certain weapon effects.
  • Manually spawn a couple chanceboxes around vanilla Hexen so it's actually possible to obtain all 12 collectibles.
  • Fix mission history not working (this is an accidental regression that appeared sometime before 1.0 was released, and I didn't notice it was happening until recently).
  • Candy Gun can now be yeeted even if you have no spares left or no extra ammo.
  • Divine Sprite effects are stripped in map transitions (as should be intended).
Edit: 1.1.9 is out, the previous link is obsolete. A small fix was needed.
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Captain J
 
 
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Re: [1.1.9] SWWM GZ: Cute robutt whomst love to explode demo

Post by Captain J »


Marisa already knows this but here's the gooood moist meaty medium-rare news: ICARUSLIV3S reviewed and mentioned this mod!! This mod is certainly unique and shines on the future of doom modding.
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Marisa the Magician
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Re: [1.1.9] SWWM GZ: Cute robutt whomst love to explode demo

Post by Marisa the Magician »

I'm so glad it's finally happened. :wub:
cb18212
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Re: [1.1.9] SWWM GZ: Cute robutt whomst love to explode demo

Post by cb18212 »

Whenever I load with gzdoom 4.7.0, I get
Script error, "swwmgz_m.pk3:zscript/hud/swwm_hud.zsc" line 720:
Unknown font 'TewiShaded'
Script error, "swwmgz_m.pk3:zscript/hud/swwm_hud.zsc" line 721:
Unknown font 'MiniwiShaded'
Script error, "swwmgz_m.pk3:zscript/hud/swwm_hud.zsc" line 722:
Unknown font 'MPlusShaded'
Script error, "swwmgz_m.pk3:zscript/hud/swwm_hud.zsc" line 723:
Unknown font 'k6x8Shaded'
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Enjay
 
 
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Re: [1.1.9] SWWM GZ: Cute robutt whomst love to explode demo

Post by Enjay »

I don't get those error messages in 4.7.0 or the latest git build and I have developer mode set to 2 - so I would see any messages of that type.

However, looking inside the project file, I can see that there is a "WAD" called fonts.wad and this contains all of those fonts. The reason that I put WAD in quotes is because I don't think it actually is a WAD but some other archive type - a zip file of some sort. So, depending on how you are loading it, GZDoom might not be able to load the nested WAD/zip.
Apteral10
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Re: [1.1.9] SWWM GZ: Cute robutt whomst love to explode demo

Post by Apteral10 »

Came here directly from the Icaruslive's video as I had so far just looked past this mod but after watching his video. I am willing to give this a try. Although I am going to be a maniac and run this mod with colourful hell and overkill maps of chaos. Hopefully this does work with that enemy randomizer mod because I like it a lot but if it doesn't I don't mind that too much.
cb18212
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Re: [1.1.9] SWWM GZ: Cute robutt whomst love to explode demo

Post by cb18212 »

Enjay wrote:I don't get those error messages in 4.7.0 or the latest git build and I have developer mode set to 2 - so I would see any messages of that type.

However, looking inside the project file, I can see that there is a "WAD" called fonts.wad and this contains all of those fonts. The reason that I put WAD in quotes is because I don't think it actually is a WAD but some other archive type - a zip file of some sort. So, depending on how you are loading it, GZDoom might not be able to load the nested WAD/zip.
Thanks, I'll try to load it manually, maybe that will work!
Apteral10
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Re: [1.1.9] SWWM GZ: Cute robutt whomst love to explode demo

Post by Apteral10 »

Okay... Oh boy... Maps of Chaos Overkill version made this mod... Drop my FPS a huge bunch when I was running it with Colorful hell... And the only time I died... Was because of golden shell and I have to say... KEK, to that achievement. Awesome mod but HOLY moly hole in one... The FPS drop I witnessed... CHEEESUS... Also didn't know you could give items Serious Sam item treatment. Nice. So far I have gotten to Tenements without much issue and dying on moderate challenge which to an extent is a slight understatement as couple times a former captain dropped me to 20 health and I started sweating a bit.
CopperBoltwire
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Re: [1.1.9] SWWM GZ: Cute robutt whomst love to explode demo

Post by CopperBoltwire »

Not sure why, but the "dynamic" crosshair or what ever you like to call it does now show up in the Hexen addon; "Deathkings of the Dark Citadel".
I tested this mod with Doom1 (BFG edition) and had no problem in that what so ever... well. maybe perhaps not enough monsters to kill, but that is a "me" problem. :P

Either way, am i missing a command or setting or something i might have missed?
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Marisa the Magician
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Re: [1.1.9] SWWM GZ: Cute robutt whomst love to explode demo

Post by Marisa the Magician »

Are you sure you have gzdoom's crosshair actually enabled? It depends on that being turned on.

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