[1.3 WIP] Codename: DEMOLITIONIST

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Marisa the Magician
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Re: [1.2.20] Codename: DEMOLITIONIST

Post by Marisa the Magician »

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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shino1
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Re: [1.2.21] Codename: DEMOLITIONIST

Post by shino1 »

Is there a version that will run on stable release of GZDoom (4.7.1)?
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fakemai
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Re: [1.2.21] Codename: DEMOLITIONIST

Post by fakemai »

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?
Keldian
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Re: [1.2.21] Codename: DEMOLITIONIST

Post by Keldian »

Need a patch for compatibility with the Sentinel's Lexicon mappack.
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Marisa the Magician
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Re: [1.2.21] Codename: DEMOLITIONIST

Post by Marisa the Magician »

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.
Keldian wrote:Need a patch for compatibility with the Sentinel's Lexicon mappack.
I recall the one issue with the map selector pistol was fixed long ago. Is there another problem?
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Marisa the Magician
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Re: [1.2.22] Codename: DEMOLITIONIST

Post by Marisa the Magician »

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.
AvzinElkein
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Re: [1.2.23] Codename: DEMOLITIONIST

Post by AvzinElkein »

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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Marisa the Magician
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Re: [1.2.23] Codename: DEMOLITIONIST

Post by Marisa the Magician »

... How exactly are you switching to them?
AvzinElkein
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Re: [1.2.23] Codename: DEMOLITIONIST

Post by AvzinElkein »

The "weapon 2" key switches to duals by default; I have to press it again for single.
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Marisa the Magician
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Re: [1.2.23] Codename: DEMOLITIONIST

Post by Marisa the Magician »

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?
AvzinElkein
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Re: [1.2.23] Codename: DEMOLITIONIST

Post by AvzinElkein »

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.
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Marisa the Magician
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Re: [1.2.23] Codename: DEMOLITIONIST

Post by Marisa the Magician »

There is definitely something broken with your GZDoom, I really REALLY can't reproduce your problem.
AvzinElkein
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Re: [1.2.23] Codename: DEMOLITIONIST

Post by AvzinElkein »

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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wildweasel
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Re: [1.2.23] Codename: DEMOLITIONIST

Post by wildweasel »

Are you using the Gearbox mod? It's a known problem with that mod.
AvzinElkein
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Re: [1.2.23] Codename: DEMOLITIONIST

Post by AvzinElkein »

wildweasel wrote:Are you using the Gearbox mod? It's a known problem with that mod.
Nope. Nothing but:

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

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