[WIP] GZDA - Virus Issues (p. 16)

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vLX
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Re: [WIP] GZDA | Download Link on Page 1

Post by vLX »

-[Mikk]- wrote:To be honest, I like both versions, RC1-B62, and 0.74,
I just do not think that the BFG in RC1-B62 doesn't sound powerful enough,

And to explain the railgun bug:

The railgun bug happens because of the actor names clashing in Skulltag..

For example
GZDA railgun is called railgun, yes?
So is the skulltag Railgun

I have ported 074 to skulltag by changing the Minigun to "GZDAminigun"
and edited the scripts a little. So the minigun works in skulltag. For the Player, Minigun guy, Minigun marine, and the Spider mastermind.
It worked perfectly. I have tried to fix the Railgun bug. But I have just changed the Railgun to ST's Default railgun
Not GZDA
As helpful what you did is - did you contact eliw00d first? I just need to mention that because I have known some people to have thought that they had helped with something and appreciative as the creator may have been it slightly annoyed them because they didn't know that they edited it first to tell them, although it's nothing more than a minor edit so you could use it. (:
-[Mikk]-
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Re: [WIP] GZDA | Download Link on Page 1

Post by -[Mikk]- »

Oh, good point,
But I am not going to take all of the credit, I am not like that. Plus, I am not planning to release it over the internet.
Well
All I have changed is the railgun's and minigun's actor names,
to GZDArailgun and GZDAminigun.
The only think with the skulltag friendly fix is that it doesn't work on gzdoom.
Now lets call it Skulltag advanced :lol:
Even if I did release it over the internet, I would of course credited eliw00d. But as I am using it as a private thing...

: D
-[Mikk]-
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Re: [WIP] GZDA | Download Link on Page 1

Post by -[Mikk]- »

--Double post--

Sorry

But I figured out why the Railgun bug happens


It is due to me and VLX using the Hi-res item pack for Skulltag :\
vLX
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Re: [WIP] GZDA | Download Link on Page 1

Post by vLX »

-[Mikk]- wrote:--Double post--

Sorry

But I figured out why the Railgun bug happens


It is due to me and VLX using the Hi-res item pack for Skulltag :\
What do you mean because it's the Hi-Res Item Pack? It's because we use SkullTag and the fact that SkullTag overrides the Railgun - that's what you last told me.
-[Mikk]-
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Re: [WIP] GZDA | Download Link on Page 1

Post by -[Mikk]- »

The Hi res railgun pickup has the same image name RAILA0, i think,

Sorry, it's not my fault.

If you do not use the Hi-res item pack, the bug will not occur.

Basically, all I have done is make GZDA, compatible with skulltag, (including the Hi res Items)

And plus, I am getting more accustomed to DECORATE

So my fix may advance :]
vLX
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Re: [WIP] GZDA | Download Link on Page 1

Post by vLX »

-[Mikk]- wrote:The Hi res railgun pickup has the same image name RAILA0, i think,

Sorry, it's not my fault.

If you do not use the Hi-res item pack, the bug will not occur.

Basically, all I have done is make GZDA, compatible with skulltag, (including the Hi res Items)

And plus, I am getting more accustomed to DECORATE

So my fix may advance :]
K. You know your "fix" is basically so just us two can play.
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eliw00d
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Re: [WIP] GZDA | Download Link on Page 1

Post by eliw00d »

Build 70 is live, check out the OP for the link as usual.

Quick overview of changes:
- Toggle Automatic Reload; map a key to this command to toggle reloading when weapon is empty.
- Toggle Fire Mode; map a key to this command to toggle weapon fire modes.
- Changed naming scheme for anything that my mod replaces for simplicity's sake and for slight ST compatibility.
- Tweaked some weapons for better functionality, but may seem transparent or hardly noticeable.

There are some other small changes I made, but mostly just cleaning up messy code and what not.

I've been recruited into a Company of Heroes mod team, so I haven't had much time for this, but my brother will help out in my absence. We have set up an SVN repository between us so he will be able to make any changes necessary when I am busy, but it will mostly be at my direction.

I hope you guys enjoy this! Let me know if there are any bugs or issues and I will stamp them out. I have a semi-long weekend so I should have time here and there to work anything out. I did spend about 3 hours this morning working on this and testing some SVN stuff. :)
vLX
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Re: [WIP] GZDA | Download Link on Page 1

Post by vLX »

That's good to hear, even with the SkullTag things although I get the slightest hint of "annoyed" in there.
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eliw00d
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Re: [WIP] GZDA | Download Link on Page 1

Post by eliw00d »

vLX wrote:That's good to hear, even with the SkullTag things although I get the slightest hint of "annoyed" in there.
Not at all, the simplicity's sake thing was just referring to my messy naming scheme. DoomImp_, Pistol_, etc.
vLX
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Re: [WIP] GZDA | Download Link on Page 1

Post by vLX »

K, that's good. I will check it when I get time.
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eliw00d
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Re: [WIP] GZDA | Download Link on Page 1

Post by eliw00d »

Any feedback?

Also, the BFG9000 is bugged, I will fix this ASAP.
vLX
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Re: [WIP] GZDA | Download Link on Page 1

Post by vLX »

Unfortunately, I've had no time to get onto DooM because I have been doing coursework since I am so far behind. However, as soon as I get a chance, there will be feedback from me.
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eliw00d
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Re: [WIP] GZDA | Download Link on Page 1

Post by eliw00d »

B71 has been uploaded.

Fixes:

- BFG and RocketLauncher work now.
- Toggle Automatic Firing; map a key to this command to toggle auto fire, where normally semi-auto weapons will continue to fire upon mouse button hold.
- Miscellaneous tweaks.

More to come!
vLX
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Re: [WIP] GZDA | Download Link on Page 1

Post by vLX »

But I just downloaded the other one!

... humour intended.
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Re: [WIP] GZDA | Download Link on Page 1

Post by wildweasel »

I haven't played this in a while, I remember loving it a lot. I'll have a look at it and tell you if I find anything that needs changing!

[edit] Um, problem: why can't I reload the Microgun? It says I've got 250 rounds for it, but the reload key doesn't work.

[edit edit] I need 500 rounds to reload? No partial reloads?
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