[v2.5a /idgames Release!] Zen Dynamics: A ZDoom Revolution
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- chronoteeth
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- chaoscentral
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- TheDarkArchon
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Wow! This is a pretty stunning mod well done. Indeed you are powerful.
I love the new palette too.
Note to status bar users: Go up to HUD view or you will not get on-screen feedback on how much ammo and how many bullets are in the loaded clip.
Spoiler:The weapons are great and the reload animations look fantastic too. I felt having to manually reload them was a bit of a pain, and I got caught out a bit too often. However, it wasn't too bad once I remapped the reload to an easier key for me to reach and got into the swing of it. Minor amusing point - if you "fire" a gun that needs to be reloaded (ie it doesn't fire) it will still wake up monsters. However, every time I did that, I swore, so I just assumed the monsters could hear me rather than the weapon.
I love the new palette too.
Note to status bar users: Go up to HUD view or you will not get on-screen feedback on how much ammo and how many bullets are in the loaded clip.
- Tormentor667
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- TheDarkArchon
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- Graf Zahl
- Lead GZDoom+Raze Developer
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I just looked at it. The reason why it doesn't work anymore is a simple scripting error in DECORATE.
The weapons use A_JumpIfInventory("type", 0,x) to check for the reloading item. That was undefined behavior before and in the last version I changed it to mean 'check for full inventory'. These calls must be A_JumpIfInventory("type", 1, x) and it will work again as expected.
The weapons use A_JumpIfInventory("type", 0,x) to check for the reloading item. That was undefined behavior before and in the last version I changed it to mean 'check for full inventory'. These calls must be A_JumpIfInventory("type", 1, x) and it will work again as expected.
- TheDarkArchon
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