Not a glitch. The Nanoweave Battle Armor is not a standard thing of armor, but is instead a permanent character buff. It cannot be unequipped. On pickup it gives you a permanent increase in defense, weighted a bit more towards ballistics since hitscanners are a pain. Also decreases the chance to receive bleeding and burned afflictions. When picking it up you also receive a PDA log giving you details about the armor, explaining how it can be worn under standard armor, its defenses, and its additional effects on the player.q3cpma wrote:I've encountered some problems:
* The TM-7 Nanoweave Battle Armor doesn't seem to work: if I use USE on it, it disappears, but I don't get any armor; no error in console.
I'd recommend you set bindings for the Strife Popup Menus since pressing them gives you handy information, including how much ammo you have in total, what permanent character upgrades you've got, and a menu to show you how effective your currently worn armor is.
Those are some things I'd coded in for compatibility specifically with the ZPack map set. I keep forgetting to remove that and just make compatibility a separate thing lol. Doesn't affect gameplay any, it's just the engine looking for a few monsters which it isn't recognizing since ZPack (or any map with actors sharing those names) ain't loaded.q3cpma wrote:* I get the following errors with gzdoom 4.7.1:
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Script error, "Scavver's Paradise V2.0.pk3:actors/monsters/doomimpreplace.dec" line 418: Replaced type 'Shadow' not found for Cloaker Script error, "Scavver's Paradise V2.0.pk3:actors/monsters/demonreplace.dec" line 44: Replaced type 'BloodDemon' not found for FeindishBloodDemon Script error, "Scavver's Paradise V2.0.pk3:actors/monsters/demonreplace.dec" line 118: Replaced type 'BloodFiend' not found for DemonicBloodFiend Script error, "Scavver's Paradise V2.0.pk3:actors/monsters/hellknightreplace.dec" line 435: Replaced type 'Cybruiser' not found for CybruiserClone
The Imp Trites, wee imp heads on spider legs that pop out of the chests of the Imp Infestors, are the main source of parasitic infections. If they damage you with their Suicide Bile Blast (helluva band name right there) then you gain a small bit of Infection. Being hit by the suicide/death blast of a carrier also gives you some Infection. In low amounts, infection does nothing. With enough Infection in you, however, it'll start to automatically build up within you, giving you more Infection every few seconds. The game only tells you you're infected once you've reached about 25% infection.q3cpma wrote:* I remember having got Parasitic Infection with no obvious reason: the killed imps were at a considerable distance or not even in the LOS (using Swarm Pod).
Spoiler: Technical Details If Curious!What'd most likely happened is that you'd been hit by a bile blast that gave you enough infection to start the Build Up phase, and only got the notification some time later. If this is not the case, however, then please do write back! I wanna make sure everything's working as intended.
Isn't there an option in GZDoom for that? I'd had a brief look through the options menu and couldn't find it, but I could have sworn that's a thing that the engine itself allows.q3cpma wrote:Also, sorry if this has already been proposed, but an option to ignore empty weapons when cycling them would be nice.
Regardless, I'd rather not hardcore implement it as an option in the mod since if you run out of ammo for a gun, swap to something else, and then end up needing to drop the empty gun, you'd be shit out of luck. Annoying as it may be to have to swap through many guns without ammo, being unable to drop them would be endlessly frustrating.
Thanks for your feedback, pal!