[1.3 WIP] Codename: DEMOLITIONIST
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Re: [1.2.20] Codename: DEMOLITIONIST
For now there are only plans for Sunder once the WAD is completed. I have no plans for Plutonia or TNT because I simply don't like them (plus at least it gives Doomguy a chance to actually do something in this timeline).
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Re: [1.2.21] Codename: DEMOLITIONIST
Is there a version that will run on stable release of GZDoom (4.7.1)?
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Re: [1.2.21] Codename: DEMOLITIONIST
Supposedly GZDoom isn't too far from an updated, but in the meantime try the versions of the mod prior to the re-brand. Is there a particular reason you can't use a testing build though?
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Re: [1.2.21] Codename: DEMOLITIONIST
Need a patch for compatibility with the Sentinel's Lexicon mappack.
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Re: [1.2.21] Codename: DEMOLITIONIST
I apologize to everyone who can't play this in stable, I grew so impatient with all the waiting for 4.8 and so many engine features I NEEDED that I caved in. I promise I'll never do this again with any other project, this will be the last time. It happened with Doom Tournament and Doomreal too back in the day, and I swear I won't do it again. 4.8 is definitely coming out very soon, I'm sure of it.
I recall the one issue with the map selector pistol was fixed long ago. Is there another problem?Keldian wrote:Need a patch for compatibility with the Sentinel's Lexicon mappack.
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Re: [1.2.22] Codename: DEMOLITIONIST
OK I think I've pretty much gotten everything "stabilized" now that GZDoom 4.8 is officially out. I'm not going to act like there are no bugs left to crush, sometimes they slip past, it happens.
Edit: Disregard that, a major one just reared its ugly head.
Edit: Disregard that, a major one just reared its ugly head.
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Re: [1.2.23] Codename: DEMOLITIONIST
I dunno if that's the bug you're talking about, but you can switch to dual Explodiums even if you haven't collected the second, but if you do, pressing primary fire does nothing (secondary works fine).
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Re: [1.2.23] Codename: DEMOLITIONIST
... How exactly are you switching to them?
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Re: [1.2.23] Codename: DEMOLITIONIST
The "weapon 2" key switches to duals by default; I have to press it again for single.
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Re: [1.2.23] Codename: DEMOLITIONIST
It's not supposed to allow you to switch to dual guns if they have no "ammo". Are you using any other mods? Anything that changes how weapon selection works?
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Re: [1.2.23] Codename: DEMOLITIONIST
Never mind. Redownloaded from GitHub, which states the bug is fixed.
New bug, though. Weapon 2 won't let me switch back to pistol. I have to use Next/Previous Weapon.
New bug, though. Weapon 2 won't let me switch back to pistol. I have to use Next/Previous Weapon.
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Re: [1.2.23] Codename: DEMOLITIONIST
There is definitely something broken with your GZDoom, I really REALLY can't reproduce your problem.
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Re: [1.2.23] Codename: DEMOLITIONIST
Honest, I'm using the latest dev version of SWWM-GZ, straight from GitHub, and I'm using the Linux version of GZDoom 4.8.0. Pressing [Weapon 2] won't switch to the Explodium Gun. I have to press [Next Weapon] or [Previous Weapon] to switch to it. [Weapon 2] works fine with all other mods and such.
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Re: [1.2.23] Codename: DEMOLITIONIST
Are you using the Gearbox mod? It's a known problem with that mod.
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Re: [1.2.23] Codename: DEMOLITIONIST
Nope. Nothing but:wildweasel wrote:Are you using the Gearbox mod? It's a known problem with that mod.
Code: Select all
gzdoom -iwad DOOM.WAD -file SKYBOXES_DOOM1.WAD DOOM_E4_FIX.WAD DOOM_E4_INTERPIC.WAD "Doom-SNESMusic-master/Doom1SNESMusicPack" swwmgz_m.pk3