[WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Projects that alter game functions but do not include new maps belong here.
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amv2k9
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Post by amv2k9 »

ibm5155 wrote:I had finded 2 bugs, one is with teleport in some map pack, another is with the gore, for some reason i think map06, he stoped in the air o_o...
...i tried to play on gzdoom by zdl and get many bugs, like one guy have the aim, the life came back, and the other haven´t the two things, and you can´t resurrect in game
First off, he can't help you if you don't know what maps from what wad you were playing when the bugs occurred.
Secondly, it would help if you were better at English or just better at explaining. "One guy have the aim" and "haven't the two things" are so vague as to not even be helpful explanations of the bugs in question.
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wildweasel
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Post by wildweasel »

Multiplayer support is likely a lost cause given the script-heavy nature of some of these effects.
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Xaser
 
 
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Post by Xaser »

If Psychic can be made to work in multiplayer, then so can this mod. It's mostly a matter of editing the ACS in such a way that each player runs their own copy of the script.
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ibm5155
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Post by ibm5155 »

well i´ll try my best.
It happen in most of maps (like in map01) you kill the marines in a high floor, then it span shares from the body like lags... But when you down this floor the lags stay in the place that they were and not in the floor.

I hope i could help you, I tried to use a better english.
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Viscra Maelstrom
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Post by Viscra Maelstrom »

If your English is that bad, use Google Translator. It's not perfect, but I doubt you would get worse results using it (unless you suck using proper grammar in your native language, as well).
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bleant
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Post by bleant »

I swear my heart just ROFLMAO'd there, seriously, not even Google Translator is capable of achieving something so INCONCEIVABLE!

But back into topic, I wonder if anything's new is incoming, if there was multiplayer addition, BAM, head explode, seriously, this needs some coop, it's awesome and hardcore, perfect for some double action. I know MagSigmaX is quite time consumed, but there has been no word in ages.
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TheMistress
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Post by TheMistress »

bleant wrote:I know MagSigmaX is quite time consumed, but there has been no word in ages.
That was the case last time also, But then he came out of nowhere and announced a Beta, And everyone loved it too.
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bleant
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Post by bleant »

He had actually posted a little before releasing the beta.
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Viscra Maelstrom
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Post by Viscra Maelstrom »

fyi, MSX last posted here October 31. Not an awful long time ago, but sometimes real life is more important than modding for Doom.
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bleant
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Post by bleant »

Ponies > Everything > Real Life > Modding

But, just a "hey, haven't given up on this".
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Tapwave
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Post by Tapwave »

bleant wrote:Ponies > Everything > Real Life > Modding
uh
no
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bleant
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Post by bleant »

Uh, I'm pretty sure it was just a joke, and let's go in topic again.
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ibm5155
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Post by ibm5155 »

No, Google translator sucks, not much in English but in other languages...
At least in opera have a word style corrector that i can saw if the word is wrong.
My English is much better than google translator, so i hope you enjoy my types =D. (if you think it´s wrong only type something in English and translate to Portuguese, i´ll give if it´s 100% and you could translate your Portuguese to english again and you´ll get other results... Actually some of my problems are in English have somethings that haven´t in Portuguese, and it´s difficult to understand something that i never learn and it´s not in my first language).

On topic:zdoom can´t run project msx only because the project msx title is inside from the original doom 2 hell on earth?
Steve1664
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Post by Steve1664 »

Okay, I gave this a bit of a whirl last night, and I can only say one thing about it so far: Everything's so friggin' FAST! Here I was expecting something with a nice Doom base but with some heavier resistance to offset the shield mechanic and weapons, but when I get iced by the imp and zombie replacements who go zooming around as fast as I do then something's a bit off. Maybe it's just me but I'm not sure if it all fits together well just yet. It's very well done though, and I like the idea of a kind of Crysis/Doom hybrid. Some fine tuning would benefit greatly.
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-Ghost-
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Post by -Ghost- »

I've actually been tweaking the files a bit to slow things down. I boosted enemies HP a little but made them noticeably slower (brought most ranged enemies' speed down under 10, left the pinkies alone), I also slowed down the imp projectiles a bit as well. Everything is still about as dangerous, but they're no longer flying around the map like they're on speed. I also brought back more items on the map, so ammo is still fairly low but secrets actually have stuff in them again.

Is the +NOFLOORCLIP line what makes it so the enemies move around like the player does?
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