[v2.5a /idgames Release!] Zen Dynamics: A ZDoom Revolution

Projects that alter game functions but do not include new maps belong here.
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Postby Graf Zahl » Sun Jun 26, 2005 6:47 pm

TomD666 wrote:
Nash wrote:This could have been a great wad for me, but using the latest unofficial build totally ruins it; I can only shoot ONE shot, no matter what weapon I use.

I'd have to reload after EVERY shot. This should be fixed...

Also, I play with the statusbar, but when the status bar is up, you can't see how much ammo you have left - you can only see how the ammo in RESERVE (or was it clips? can't remember). To see how much ammo I currently have in my weapon, I'd have to turn off the statbar. Please fix!

I'd really like to play this but having to reload after everyshot doesn't really keep my alive very long :(


Ugh, I said before, USE THE BUILD THEDARKARCHON LINKED TO. Thank you.



FIX THE WAD, GODDAMMIT!!! It's a miracle that it works at all. It shouldn't.
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Postby Giest118 » Sun Jun 26, 2005 7:35 pm

I feel like a man who leaps out of a plane with no parachute and lands in the hottub at Playboy Mansion.
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Postby Kirby » Sun Jun 26, 2005 9:09 pm

Enjay wrote:Aha! "Hellspawn", right?


Hell's Battery actuallly. It can be found in the Boss Monster Resource wad along with the HammerHound.
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Postby Cptschrodinger » Sun Jun 26, 2005 10:06 pm

Wow! Good work!
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Postby Arcane » Mon Jun 27, 2005 1:43 am

I think we've broken Graf with our unthinking and overwants. :<
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Postby Nmn » Mon Jun 27, 2005 4:19 am

chronoteeth wrote:Heh, did anyone find the secret ending yet? :P

Yes. :)
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Postby MasterOFDeath » Mon Jun 27, 2005 5:40 pm

I'm using grubber's custom build and it works just fine for me. And Xaser is going to be gone for a while so he can't fix it.
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Postby Cptschrodinger » Mon Jun 27, 2005 7:42 pm

Here http://rapidshare.de/files/2646704/zendyn_x.zip.html

I fixed it. (Hope Xaser dosent mind)
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Postby Bashe » Mon Jun 27, 2005 10:14 pm

I have finally gotten to play this wad the way it is supposed and I must say this wad is incredible. It rocks so hard, pushing Zdoom to the max. I love it and it will be one of my favorites for a long time to come.
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Postby BetaSword » Mon Jun 27, 2005 11:44 pm

What's up with MAP03? The boss thing starts, but no boss shows up. Also the fact that there seem to be large areas that there's no way to get to... Well, out of curiosity, I IDCLIPed into that area, and indeed, that's where the boss is. And my oh my is that one big boss. But anyways... Is there supposed to be a teleport into that area or something?
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Postby Ryan Cordell » Tue Jun 28, 2005 4:26 am

I loved the .wad, very genious and goodly made. Maybe some weapons were scarcley put and such. But that doesn't matter, however when I was just about to kill the boss, 1 or 2 health points remaining (final boss), it just never appeared again.. I had to noclip, and guess where? It appeared on some brown-sector thing right behind the arena!

Meh.
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Postby TheDarkArchon » Tue Jun 28, 2005 3:49 pm

Shinjanji wrote:1) No auto reload - very annoying in an intense fight, especially since many of the weapons empty thier clips relatively fast.


ACTOR ZenSMG : Weapon
{
+AMMO_OPTIONAL
Weapon.SelectionOrder 400
Inventory.PickupSound "weapons/zenreload1"
Inventory.PickupMessage "You got the Zen-II SMG!"
Weapon.AmmoType "Clip"
Weapon.AmmoGive 60
Weapon.AmmoUse 1
Weapon.Kickback 40
AttackSound "weapons/zenfire"
States
{
Spawn:
ZSMG A -1
Loop
Ready:
ZENG A 0
ZENG A 1 A_WeaponReady
ZENG A 0 A_JumpIfInventory("ZenSMGInClip", 30, 2)
ZENG A 0 A_JumpIfInventory("IsReloading", 1, 2)
ZENG A 1 A_WeaponReady
Loop
//Reload:
ZENG A 0 A_JumpIfInventory("Clip", 1, 1) //So it won't reload without any spare ammo. :P
goto Ready
ZENG A 2 A_PlaySound("weapons/zenreload2")
ZENG D 2
ZENG E 2
ZENG F 2
ZENG G 2 A_FireCustomMissile("SpentClip3", 3, 0, 3, 3)
ZENG H 2
ZENG I 6
ZENG J 2
ZENG K 2
ZENG L 2
ZENG M 2
ZENG NOPQ 2
ZENG R 2 A_PlaySound("weapons/zenreload1")
ZENG S 2
ZENG T 2 ACS_Execute(778,0,4,0,0) //Zen-II Reload Script
ZENG UVWXYZ 2
ZENG "[" 2
ZENG "" 2 A_TakeInventory("IsReloading",1)
ZENG A 1 A_WeaponReady
Goto Ready
Deselect:
ZENG A 1 A_Lower
Loop
Select:
ZENG A 0 ACS_Execute(779,0,4,0,0) //Zen-II Raise Script
ZENG A 1 A_Raise
Goto Select+1
Fire:
ZENG A 0 A_JumpIfInventory("ZenSMGInClip", 1, 2)
ZENG A 1
goto Ready+5
//True Fire:
ZENG A 0 A_GunFlash
ZENG A 0 A_TakeInventory("ZenSMGInClip",1)
ZENG A 0 A_TakeInventory("CurrentAmmo",1)
ZENG A 0 A_FireCustomMissile("9mmCasingSpawner", 3, 0, 3, 3)
ZENG B 1 BRIGHT A_FireBullets(4,4,1,5,0,0) //Doesn't use ammo, for scripting purposes.
ZENG C 1 BRIGHT
ZENF C 1
ZENG A 8 A_ReFire
goto Ready
Flash:
ZENF E 2 BRIGHT A_Light2
ZENF E 2 BRIGHT A_Light1
ZENF E 2 BRIGHT A_Light0
Stop
}
}
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Postby jallamann » Tue Jun 28, 2005 4:38 pm

Blade Nightflame wrote:however when I was just about to kill the boss, 1 or 2 health points remaining (final boss), it just never appeared again..

Yeah, happened to me too.
Great work btw ;)
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Postby Kirby » Tue Jun 28, 2005 10:56 pm

Same about the final boss. Ok, since I still managed to kill him :P
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Postby Kirby » Wed Jun 29, 2005 1:44 pm

*Bump and Double-Post*

New bug! Now the final boss doesn't do anything when you get to him. i.e. with this new fix, he just stands there until you kill him. What fun is that :|
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