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I've opened MAPINFO and checked inside. The two redirect lines are there for MAP03 (redirect = "ProgrammerIsDead", "map30") and 07 (redirect = "Sigil", "map10"). Since im in LOS and not vanilla, and the item received is a badass plasma rifle, a couple of problems come to mind. Is the plasma rifle object name other than "Sigil"? Is a status like "ProgrammerIsDead" ok in there, instead of an item name?
The "ProgrammerIsDead" item is a "dummy" inventory actor; it never appears in your inventory, and is a simple way to pseudoscript things in DECORATE. So, the Programmer isn't giving the player the item. All that needs to be done is add A_GiveToTarget("ProgrammerIsDead") to the replacement Programmer's Death state in its actor definition.
Although i know my way around with programming, I've never touched the Doom engine. If you could point me the right way to actor definitions, I would really appreciate it. ATM i can't browse the wad and search for it. It is editable? Also, I'm unsure if I should do it. Tampering with mod code without it's developer approval is bad. If there's no problem in that for Legacy of Strife, or if TiberiumSoul allows it, I'll do it. Otherwise, i'll just have to wait that he becomes aware of this and solves the matter. Many thanks
I'm back to let you guys know that after almost a whole year of silence that I'm still working on this and that I've changed quite a bit about the gameplay
Here's just a little of what to expect
Magazine based reloading ammo pool
ammo scarcity the likes of which you've never seen before
Intelligent enemies
An ejectable magazine from the Leadspitter that can smack enemies in the face
im glad to hear that people are so excited... but there are some complications with amv2k9 nowhere to be found i have noone who knows how to compile convo scripts effectively.
now if someone can answer this question: can i compile them in notepad++? If yes, then this wont be a problem at all
If you are talking about strife dialogue then you don't actually need to compile it if you are using ZSDF(use this) or USDF(what I assume you are using).
Guys, this might not be coming out as soon as I thought. In fact it, might not be coming at all unless I can get some help.
Having no experience whatsoever with ZDSF and limited knowledge of how to use the USDF compiler I can compile the conversation scripts... but the shop dialogue simply doesn't. and the only person i know who can effectively compile the scripts: amv2k9 is currently MIA and Xenoxols seems to know how to do it but i don't want to bug him cause he's busy enough with his own stuff.
OK, first and foremost, thanks Tiberium Soul for still keeping the mod alive. Its excellent. Baddies, weapons and music, though I miss the guard dialog picture. I've been playing it since 2.2, but I was never able to finish it, due to some problems. Tonight, I attempted again to proceed my savegame with no luck. What is the recommended gzdoom version for the mod? I've tried several, but none solved my problems. I'm currently using "g2.1.pre-816" since its the only one who doesn't replace the shotgun by the vanilla poison crossbow. Also (an old problem on my previous posts that still persists, even with this gzdoom version), after taking the castle from the Order, a serious bug prevents me from re-entering the base from the main door (city gate). Doing so, sends me to the old castle map (the Order one) as if the fight was still ongoing. Re-entering the Programmers Keep for example, crashes the game completly (no surprises). The only way to return to the Front Castle is by the teleport at the Borderlands. There, I've noted three issues: first, while trying reaching the Oracle for the first time, in the cave, the guards *might* not drop the oracle key to open the blue face and unlocking the doors. The second one is that the city is hostile on high alert (guards summoning non stop). The third issue is that using the teleporter might upset Macil, and when I reach the base he turns hostile with no apparent reason (this happened to me only after defeating the Bishop). All the guards try to kill him with no luck since he his an invencible key character. From there on, the scripts have gone to hell and the game becomes unplayable, with me being stuck on this confusion. I hope some of these issues have been noticed. Or maybe, i'm doing something wrong? Either way keep it up for the 2.3. I hope to finish the game with your mod someday. Is really worth it.
After what i'd wager is almost a year and a half of inactivity, I'm happy to announce that this might actually see an updated release. AMV2k9 came through and gave me a fixed build that had USDF scripts, which means i no longer have to ask him to help me, so updates will come sooner rather than later...