Spaghetti Weapons [v1.5131632]

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DoggyDentures
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Re: Spaghetti Weapons [v1.5131632]

Post by DoggyDentures »

Potatoes Lays wrote: Well,I was trying to run it on Zandronum.. I wanted to play with a friend
I didn't know this mod only works on GzDoom;-;
Well, it's still possible to play modded GZDoom with multiplayer either by port forwarding or using something like Hamachi. Though, this mod currently doesn't take multiplayer scenarios into account, something that I'm currently amending for the next version of this mod.
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Mr Masker
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Re: Spaghetti Weapons [v1.5131632]

Post by Mr Masker »

Hello is there a possibly to make a google drive or github or whatever mirror of this? I have trouble with downloading things with mediafire (stuff like ads really)
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DoggyDentures
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Re: Spaghetti Weapons [v1.5131632]

Post by DoggyDentures »

Mr Masker wrote:Hello is there a possibly to make a google drive or github or whatever mirror of this? I have trouble with downloading things with mediafire (stuff like ads really)
Alright, I added a Google Drive mirror.
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Mr Masker
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Re: Spaghetti Weapons [v1.5131632]

Post by Mr Masker »

DoggyDentures wrote:
Mr Masker wrote:Hello is there a possibly to make a google drive or github or whatever mirror of this? I have trouble with downloading things with mediafire (stuff like ads really)
Alright, I added a Google Drive mirror.
Thanks man! Much appreciated! :)
barosans
Posts: 54
Joined: Sun Feb 18, 2018 5:06 am

Re: Spaghetti Weapons [v1.5131632]

Post by barosans »

i get a bug with the slotgun ice effect
https://imgur.com/a/OHXgnif
barosans
Posts: 54
Joined: Sun Feb 18, 2018 5:06 am

Re: Spaghetti Weapons [v1.5131632]

Post by barosans »

a idea how to fix ?
https://imgur.com/a/asvcTHs
barosans
Posts: 54
Joined: Sun Feb 18, 2018 5:06 am

Re: Spaghetti Weapons [v1.5131632]

Post by barosans »

in fact, the ice bug is from of a collision with the monster mod "Angelic Aviary"

viewtopic.php?style=12&f=43&t=69883
Absolute
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Joined: Tue Aug 30, 2022 11:12 am

Re: Spaghetti Weapons [v1.5131632]

Post by Absolute »

This mod's got that perfect blend of weirdness that makes it a joy to play with. Nice one! :D

On another note, this mod (mostly the slotgun) does not play nice with Corruption Card illusions.
When I tried to freeze one, GZDoom soft crashed with this as an error:

VM execution aborted: tried to read from address zero. In function parameter "self"
Called from IceIcon.Tick at spaghetti.pk3:zscript/slotgun.txt, line 444
Called from Actor.A_SetTics [Native]
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Spaceman333
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Re: Spaghetti Weapons [v1.5131632]

Post by Spaceman333 »

Oh, looks like I missed a HUGE content update for this mod last year. I really loved the older version of this mod and now its basically super charged with quadruple the content compared to the original.

Thanks for bumping this Absolute
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Marisa the Magician
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Re: Spaghetti Weapons [v1.5131632]

Post by Marisa the Magician »

Somehow, I had never posted in this thread before.

I'd like to change that with the following statement: I declare this mod to be an officially sanctioned abort_m spiritual successor.

That's all. Keep up the good work. :P
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Unregret
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Re: Spaghetti Weapons [v1.5131632]

Post by Unregret »

Hello; I found a bug: If you turn into Astolfo then finish the level; the POV height will remain short even you are in human form.
Ltnumbnutsthesecond
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Re: Spaghetti Weapons [v1.5131632]

Post by Ltnumbnutsthesecond »

this mod doesn't work anymore on newer versions of GZDoom, due to script errors on lines on altar.txt lines 184 and 187
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fakemai
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Re: Spaghetti Weapons [v1.5131632]

Post by fakemai »

That's a consequence of the type checking having to be stricter but it's a simple fix. AddItem needs to take class<Inventory> not class<Actor>, and the temporary assignment needs to change similarly. Try PMing the author, with a bit of luck it'll get through via E-mail. EDIT: Never mind their account doesn't exist anymore. Anyway it's an easy fix if you extract the mod to a folder and change those 2 lines. You can also run it in an older GZDoom but that's not recommended.
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