Yep, that just makes it slightly duller looking.
The light shading was there to make the shape of the sort of egg-shape of the plant more obvious; so if you remove it you'll likely make it look rather flat.
Yep, that just makes it slightly duller looking.
Sprites being altered to things they shouldn't be, causing flickering in that way means that BD21 monsters is overlapping some definitions. In the case of the mace, this means there are some sprites called SM4K A - H, and the Fulgur one means there's an overlapping sprite called SPRK A. I can't see any issues in the Firewhip other than the Magister for some reason having 100 HP rather than 75.Alonso84 wrote:Hi there.
I found that Walpurgis causes following issues with this mod https://www.moddb.com/mods/brutal-doom/ ... ly-version
https://imgur.com/SqT04Sq
https://imgur.com/e9qjVI6
Is there way to fix this?
And also i have a problem with fire whip. It works like that https://imgur.com/9efCiHK
Yeah sure, go for it. Just credit eharper256 and Walpurgis in your mod's readme.rayburn wrote:Hey can I borrow that gazer attack from the Gorgon? I really like the idea of giving a "speed debuff powerup". Nothing I really want to change about it, but I think I'll try and use one old Might & Magic VI sprite for circles instead and that's pretty much the extent of my changes to it.
Your spritework is so pretty.
Here https://www.youtube.com/watch?v=Pcw-Nbb ... EHARPER256 you can see that Firewhip passes some distance before it explodes. But in my case it explodes immediately.eharper256 wrote:I can't see any issues in the Firewhip other than the Magister for some reason having 100 HP rather than 75
Ah okay, that was changed for 0.93 as people felt the whip wasn't very responsive for its job (close range detonation and clear). Whilst I did like the older effect for looks wise, I did agree it was a little lacklustre at the time. So its acting as it should now with that balance change.Alonso84 wrote:Here https://www.youtube.com/watch?v=Pcw-Nbb ... EHARPER256 you can see that Firewhip passes some distance before it explodes. But in my case it explodes immediately.eharper256 wrote:I can't see any issues in the Firewhip other than the Magister for some reason having 100 HP rather than 75
Yes, I have. I've played a few of the DBP's with Walp, though I've not made videos of them except DBK01 and the Autumn one (DBP29 - Super old early Druid gameplay in that one lol).Linz wrote:Say have you tried DBP20: Dungeons and Demons with Walpurgis yet?
You can already revert the entire cast to Vanilla, though?Turin Turambar wrote:Can you please put an option to deactivate the gameplay changes done to the enemies? You have done it with the Revenant, but there are still other important changes you have done, like the chaingunners not being hitscan anymore or the pinkies jumping around, to Cyber's rockets being slower, etc.
Honestly, your notice saying the changes done are primarily cosmetic is pretty funny, given the drastic changes done.
[imgur]https://i.imgur.com/nXuBpgx.png[/imgur]
Code: Select all
Actor RocketCybieW
{
Radius 10
Height 8
Speed 21
Damage 2
ExplosionDamage 5
Scale 0.7
Projectile
+RANDOMIZE
+DEHEXPLOSION
+ROCKETTRAIL
+ZDOOMTRANS
SeeSound "RakketLancha"
DeathSound "RakketKaboom"
States
{
Spawn:
M1SL ABCD 1 Bright A_SpawnItemEx("ImpBallXTrail",-30,0,0,-2,random(-1,3),random(3,7))
Loop
Death:
FHFX I 4 {A_Setscale(2,2); A_Explode(120, 168, XF_THRUSTZ,false,128,0,0,"None","Fire"); A_Blast(BF_NOIMPACTDAMAGE,255,168,15);}
FHFX JKLMNOPQR 4 A_QuakeEx (4,4,4,10,0,200,"-")
Stop
}
}
Code: Select all
ACTOR Rocket
{
Radius 11
Height 8
Speed 20
Damage 20
Projectile
+RANDOMIZE
+DEHEXPLOSION
+ROCKETTRAIL
SeeSound "weapons/rocklf"
DeathSound "weapons/rocklx"
Obituary "$OB_MPROCKET" // "%o rode %k's rocket."
States
{
Spawn:
MISL A 1 Bright
Loop
Death:
MISL B 8 Bright A_Explode
MISL C 6 Bright
MISL D 4 Bright
Stop
}
}