No it isn't, as it uses features exclusive to GZDoomTheMistress wrote: Is this Zandronum compatible?
[1.9a] Insanity's Requiem Mk.2 | Updated Credits.
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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.
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.
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.
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Re: [Release] Insanity's Requiem V1.7 coming "soonish"
Last edited by eclipse on Thu Apr 21, 2016 9:45 pm, edited 1 time in total.
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Re: [Release] Insanity's Requiem V1.7 coming "soonish"
Not to mention it makes use of features that are exclusive to gzdoom
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Re: [Release] Insanity's Requiem V1.7 coming "soonish"
Seems to run in Zdoom 2.7.1 just fine - save for the stupid overdraw with the blended sprites.
not that i like it or anything. Still can't stand "extreme maturest mature man" Postal dude, lack of menu cursors, redundant weaponry or the ripped everything without credit up front.
not that i like it or anything. Still can't stand "extreme maturest mature man" Postal dude, lack of menu cursors, redundant weaponry or the ripped everything without credit up front.
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Re: [Release] Insanity's Requiem V1.7 coming "soonish"
I thought we were past the "I didn't give credits thing" look inside the pk3 you'll find your credits there. That aside you're meant to use the mouse cursor to select things IE games like Left 4 Dead CS:S because I tried to make M_SKULL replacements they work fine in the main menu but not for selecting difficulty when selecting difficulty they offset to the left. Get me a solution and I'll give you you're cursors.
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Re: [Release] Insanity's Requiem V1.7 coming "soonish"
Could you maybe put the links to the downloads in the first post of this thread via the "edit" button? It's slightly annoying to have to go through the entire thread to find the download.
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Re: [Release] Insanity's Requiem V1.7 coming "soonish"
I don't have Internet here at my house (typing from my iPhone) atm but I'll be visiting a friend this weekend so I'll see what I can do there :3
Sorry for the inconvenience
Sorry for the inconvenience
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Re: [Release] Insanity's Requiem V1.7 coming "soonish"
The only thing here that I absolutely HATE is the player character's "voice acting".
Seriously, it's very annoying.
But besides that, this is pretty fun.
And TheMistress, nobody called TiberiumSoul a smeghead, he was referring to the Cyberdemon.
Seriously, it's very annoying.
But besides that, this is pretty fun.
And TheMistress, nobody called TiberiumSoul a smeghead, he was referring to the Cyberdemon.
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Re: [Release] Insanity's Requiem V1.7 coming "soonish"
Get used to the postal dude voice because unless I can find someone who will do the voice of the Insanity's Requiem marine I'm keeping his voice as the official one
If anyone wants to voice the character send in a sample via PM
If anyone wants to voice the character send in a sample via PM
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Re: [Release] Insanity's Requiem V1.7 coming "soonish"
So far I am enjoying this mod but the only drawback for me is how loud the health pickups are. The constant sound they make just gets to me after a little bit of playtime
oh and despite the voice acting personally I would like more postal dude maybe make it so he can say some of his lines whenever he kills an enemy.
oh and despite the voice acting personally I would like more postal dude maybe make it so he can say some of his lines whenever he kills an enemy.
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Re: [Release] Insanity's Requiem V1.7 coming "soonish"
That would require some acs scripting something that is beyond my skill
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Re: [Release] Insanity's Requiem V1.7 coming "soonish"
No it wouldn't.
Just use $volume command in SNDINFO.
Does it just fine, takes only a few seconds.
Just use $volume command in SNDINFO.
Does it just fine, takes only a few seconds.
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Re: [Release] Insanity's Requiem V1.7 coming "soonish"
Ok you got me there but doing that makes the taunting actor I worked so hard on (yes I'm serious it took me two weeks) so while yes it would be cool to have him say his oneliners on his own at random I see no need...
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Re: [Release] Insanity's Requiem V1.7 coming "soonish"
Oh I thought you meant the medkit pickup volume adjustment.
The taunt-on-kill thing can be used without ACS, use A_GiveToTarget and make a dummy item that when given to the player puts him in a 0 duration state which plays the taunt.
The taunt-on-kill thing can be used without ACS, use A_GiveToTarget and make a dummy item that when given to the player puts him in a 0 duration state which plays the taunt.
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Re: [Release] Insanity's Requiem V1.7 coming "soonish"
But I think he wanted it to do it at random not every time
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Re: [Release] Insanity's Requiem V1.7 coming "soonish"
Then use A_Jump, that does it randomly, and you can choose how randomly.
Make the A_GiveToTarget 0 duration, then go to Death+1 to skip doing it again.
Make the A_GiveToTarget 0 duration, then go to Death+1 to skip doing it again.