Action Doom 2 ReRelease

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Necromage
Posts: 484
Joined: Thu Feb 10, 2005 3:13 pm
Location: NJ

Re: Action Doom 2 Bugs

Post by Necromage »

You can get an HOM at any point looking through the front porch for the most part.
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Slasher
Posts: 1160
Joined: Sun Mar 16, 2008 11:17 pm
Location: California

Re: Action Doom 2 Bugs

Post by Slasher »

I didn't check to see how that map was built, but that house seems to use some silent teleporters, or some kind of portal tricks. I don't know much about portals, but if possible, fixing the HOMs would be a good idea.
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Unknown_Assassin
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Joined: Wed Apr 12, 2006 5:17 pm
Location: Where dead carcasses lie

Re: Action Doom 2 Bugs

Post by Unknown_Assassin »

If you load an autosave in the Subway, all he does is cracks his knuckles and not say anything. I think that's a bug considering the autosave happens before (or perhaps during) his talking.
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przndoom
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Re: Action Doom 2 Bugs

Post by przndoom »

what boy?...what farm..i know theires more than 3 endings...do i have to buy it to get those maps??

great mod btw
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Demolisher
Posts: 1749
Joined: Mon Aug 11, 2008 12:59 pm
Graphics Processor: nVidia with Vulkan support
Location: Winchester, VA

Re: Action Doom 2 Bugs

Post by Demolisher »

Spoiler:
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.+:icytux:+.
Posts: 2661
Joined: Thu May 17, 2007 1:53 am
Location: Finland

Re: Action Doom 2 Bugs

Post by .+:icytux:+. »

im stuck at the splatterhouse. can someone help me?
Spoiler:
[EDIT] oops, seems like i managed to find out how to continue :P
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Enjay
 
 
Posts: 26574
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Action Doom 2 Bugs

Post by Enjay »

Very minor cosmetic thing:

If you type "map map08" at the console, you get an unknown texture message at the console

Code: Select all

map08 - Backwoods: Over the River and Through the Woods...

Unknown texture: ""
Gez
 
 
Posts: 17934
Joined: Fri Jul 06, 2007 3:22 pm

Re: Action Doom 2 Bugs

Post by Gez »

I can't open the secret in the starting room (not the one with the "bad clipping sign", the other, behind the burning door). Looking in DB, it's supposed to be activated by pressing use, but apparently the flame linedefs blocks activation.
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Zippy
Posts: 3302
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Location: New Jersey

Re: Action Doom 2 Bugs

Post by Zippy »

Spoiler:
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Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33

Re: Action Doom 2 Bugs

Post by Kinsie »

For some weird reason, I couldn't bind my mouse2 button to Altfire in the menus. Not sure what the problem is there, though.
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Demolisher
Posts: 1749
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Re: Action Doom 2 Bugs

Post by Demolisher »

It may not say mouse2, but it doesn't mean it didn't bind.
If you have 3 or more bindings, only 2 show, but all work.
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Da Spadger
Posts: 438
Joined: Thu Jan 05, 2006 10:12 am

Re: Action Doom 2 Bugs

Post by Da Spadger »

Spoiler:
And a question:
Spoiler:
Last edited by Da Spadger on Sun Aug 24, 2008 8:54 am, edited 1 time in total.
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Demolisher
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Re: Action Doom 2 Bugs

Post by Demolisher »

Da Spadger wrote:
Spoiler:
Spoiler:
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Da Spadger
Posts: 438
Joined: Thu Jan 05, 2006 10:12 am

Re: Action Doom 2 Bugs

Post by Da Spadger »

Sure there is, but only in multiplayer.
Last edited by Da Spadger on Sun Aug 24, 2008 8:56 am, edited 1 time in total.
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Kinsie
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Re: Action Doom 2 Bugs

Post by Kinsie »

Demolisher wrote:It may not say mouse2, but it doesn't mean it didn't bind.
If you have 3 or more bindings, only 2 show, but all work.
There were NO binds.

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