Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

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EmerphiS
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by EmerphiS »

Glory kill is great, if only there was a mod like that to mix with others, or for vanilla
DawidKoz09xD
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by DawidKoz09xD »

angled DOOM? More like DOOM graphics overhaul. Please make it support vertical bullet spread.
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MrRumbleRoses
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by MrRumbleRoses »

it seems the Plus version is like, broken or something. each time i try & click on it it keeps trying to repair itself with no end results of it fixing
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Crazy_Deer
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by Crazy_Deer »

I'm having the same issue, it won't let me download the Plus version
Ltnumbnutsthesecond
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by Ltnumbnutsthesecond »

hey can I use some of these sprites for a mod I am making?
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wildweasel
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by wildweasel »

My sincerest apologies for the bump, but I've got a major bug to report with Angled Doom 0.8 - your random spawners in Actors\Misc\RandomSpawners.txt are not properly transferring the AMBUSH flag, leading to many situations where ambushing monsters will react to gunfire instead of waiting for the player to come within view. The best place to check this is Doom 2 Map02, by firing a shot in the opening room; the shotgunners from the "house" on the other end of the map will start teleporting in, when they aren't supposed to yet.

To fix this, every call of A_SpawnItem in RandomSpawners.txt needs to be replaced with A_SpawnItemEx("monstername", 0,0,0,0,0,0,0, SXF_TRANSFERAMBUSHFLAG).
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jdredalert
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by jdredalert »

What if i told you that i was thinking about that today? Recently i was thinking about coming back to the mod and just as you said, the moment i fired the first shot on map02 i was surrounded by the shotgunners from the the outside area. I was wondering how to fix that oddity and here you gave the answer! Thank you so much Weasel, i'll wrap a quick update later today with the fix!
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Crazy_Deer
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by Crazy_Deer »

Sorry for the bump, but is this still being worked on?
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Yebudoom
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by Yebudoom »

Hi. Is there an easy way to copy the dynamic lights from the main mod and add them to ADL 1.1? I really miss them when I play ADL with Cheelo's Voxel Doom. Would it be a relatively easy process in SLADE, or would it require some mad modding skills?
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Crazy_Deer
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by Crazy_Deer »

Crazy_Deer wrote: Sun Jun 18, 2023 10:03 pm Sorry for the bump, but is this still being worked on?
I wanna ask this again
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Crazy_Deer
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Re: Angled Doom v0.8, ADP v2.1 and AD Lite v1.1

Post by Crazy_Deer »

Is it bad to still bump this thread? I just wanna know if it's still gonna be updated
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