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Vict wrote:
As in a game restart, or would it just break them entirely? The former doesn't sound too bad, since you could just have them on or off depending on preference, but the latter is a different matter, if that's the case. We'll have to see how it plays out after the tweak.
As in per object. They would never be able to respawn, which would require the map to be reloaded from scratch for them to reappear. That could get very annoying in coop, or loading other people's saves.
Ah. I see.
gunofdis wrote:The in inventory page of the armor/class info screen doesn't work.
gunofdis wrote:The in inventory page of the armor/class info screen doesn't work.
I've noticed this, too.
I have seriously already answered this like three times already. Activate an armor to see their stats.
Princess Viscra Maelstrom wrote:Nanofiber Skin Armor doesn't seem to be armor moddable when you put it on. intentional?
Put it on? Like, you are wearing it? You can't armor mod stuff you are wearing.
Princess Viscra Maelstrom wrote:the Ballistic Combat Armor gives you 200 points of armor instead of, what i assume, should be just 100.
Yeah, a few armors had incorrect identifiers, which cause weird stuff like that to happen. I fixed it a few days ago when I first started workin on the patch.
Princess Viscra Maelstrom wrote:well, maybe they could be immune to your punches so you can't accidentally knock them down? or was this intentional so you couldn't just punch punch punch and have the sentry fire all the time?
I've messed with the melee, you shouldn't be able to punch your drones down anymore. You most certainly can kick them though. So don't do that.
So, I fear I found a new problem. I'm playing with up-to-date (as of four days ago) DRPG, GZDoom, DRL and Monster Pack. The inventory system has miscounted what I have on my character. As in, the HUD claims I have four armors on me while I have... none. and it claims I am carrying twelve skulls when I am, in fact, carrying ... *none.* It had previously *under*counted the weapons in my inventory, saying I only had four when I had the whole six weapons, but I fixed it by dumping all weapons, and then picking them back up.
Is there a way to force the game to recount my inventory?
Should I save character and start over to wipe this madness clean?
StarController wrote:So, I fear I found a new problem. I'm playing with up-to-date (as of four days ago) DRPG, GZDoom, DRL and Monster Pack. The inventory system has miscounted what I have on my character. As in, the HUD claims I have four armors on me while I have... none. and it claims I am carrying twelve skulls when I am, in fact, carrying ... *none.* It had previously *under*counted the weapons in my inventory, saying I only had four when I had the whole six weapons, but I fixed it by dumping all weapons, and then picking them back up.
Is there a way to force the game to recount my inventory?
Should I save character and start over to wipe this madness clean?
Just an FYI to everyone that DRPG will not be receiving bugfixes or main master updates for a while as we're going through a conversion process to GDCC and C. And yes, this is a known bug, I have no idea what's causing it.
the Laser Minigun takes a bit longer to deselect if you select it and then try to switch to another weapon. as in, if you switch to it, then quickly switch away, the weapon will suddenly jump up and display all of it, and then lower. also, the Tactical Rocket Launcher doesn't have a pick-up sound if you get one. this was a bulk modded TRL, by the way.
Something weird is going on my gameplay. I'm playing Sunder, as Demolitionist. After some random point, every death makes the game crash. His death scream won't play, instead a log of all item pickup events will roll quickly and the game crashes.
It only stop crashing when I change maps using the changemap command, but after a few deaths it starts crashing again.
Well, I've given the new release a try over the last couple days and holy balls, Yholl. I am having so much fun. The sheer amount of stuff I've just randomly happened across that's made my face hurt from grinning is unreal. New armour system is a huge improvement, too, I find myself deliberately keeping a 'coloured' armour in my inventory so I can mod it to what I need, when I need it.
Also the
Spoiler:
RC P120
was an interesting surprise. I sure didn't complain when I made it, mind.
Bug report-wise, I don't have much to add that hasn't already come up, just a couple little things. A few explosive weapons (the plasma infused rocket launcher and the plasma cannon, off the top of my head) don't report the "immune to splash damage" perk for the demolitionist, but I tested, and he is immune. Similarly, the Plasma Rifle Mk. II reports that it benefits from ammochain in its perk screen, but it doesn't seem to. (Did it ever? I didn't play marine much before 1.0)
The
Spoiler:
Nuclear Onslaught
(which I ADORE, especially sniper modded) has a weapon description, but no other information, no mod info etc.
Oh, and the icon for the tactical boots in the inventory is way out of alignment, it shows up above the inventory display rather than in it. That's about all I've found, though.
Again, congrats on the amazing release!
The PP7 feels like it could use a little sumpin sumpin. It just doesn't seem better enough than the combat pistol to justify the lack of slots, especially with the hunting revolver being massively superior to an already strong assembly.
Yholl wrote:
NIGHTMARE
Elite Former Captain [Missile Launcher]
Elite Former Captain [Napalm Launcher] TECHNOPHOBIA
Cyber-Caco - Cacodemon replacement
Cyberdemon Mk. II - Cyberdemon replacement ARMAGEDDON
The Watcher - Imp replacement
Rift Demon - Spectre replacement
Crusader of Ruination - Hell Knight replacement
Arachnomaster - Arachnotron replacement
Lord-vile/Vile-Lord/Dark-vile, whatever I end up calling it - Arch-vile replacement
Nightmare Overmind - Spider Mastermind replacement
Nightmare Cyberdemon Mk. II - Cyberdemon replacement
Supreme Overmind - Super boss
Cyber-Riftlord - Super boss
Does that mean Gluttony Elemental is gone for good? Rest in piss.
Gluttony Elemental? What MP version was that in, and what was it like? The only versions I ever had were 5.2 and 6.0, and I never encountered such a thing.
Is there a way to mod casull after you've picked up and modded anti freak?
It has 1s mod, and casull has no sniping abilities.
and then if you have both of them and mod only when you have both, will it be working on both?
comet1338 wrote:the dual wielding lets you only mod the AFJ
drop both, pick up the casull and mod it to your liking, then pick up your modded jackal
yes, they can have different mods
yes, it works
yes, it's kickass
Wow, thank you, that's a rather interesting modding style though.
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Aaaand you can mod both of the guns wearing them at the same time. There will be a choice, I should've tried before asking (was not having any exceptional mods).
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And now i can kill amigo without changing my weapon. (As casull is not sniper modded).