[spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
CirnouliK
Posts: 32
Joined: Thu Nov 05, 2015 6:24 pm

Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by CirnouliK »

Are you going to continue work on this at all? Or is this all?

Will you possibly be making other boss monsters and their attacks?
Leopardgaming
Posts: 2
Joined: Tue Nov 17, 2015 7:31 pm

Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by Leopardgaming »

Not sure if I'm doing this right, because I'm new around here, but after installing ZDoom for Doom 2 and attempting to run ZDoom and this mod through ZDL, I get his error: "Script error, "sans1.352(1).wad:DECORATE" line 295: Invalid state parameter a_damageself" I tried reinstalling Doom 2, the sans.wad and ZDoom several times. I then tried GZDoom, and got the same results. After googling for a while, nothing came up. Any ideas?
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by wildweasel »

Leopardgaming
Posts: 2
Joined: Tue Nov 17, 2015 7:31 pm

Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by Leopardgaming »

I still have no Idea if this is how I'm supposed to reply to people or what, but yeah, that worked. Sorry for the trouble.
User avatar
EddieMann
Posts: 524
Joined: Sun May 18, 2014 7:25 pm
Location: Arizona

Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by EddieMann »

Now, I won't make bones over this mod, it seems pretty humerus to play as sans instead of chara. Sorry my review was too skeletal and bare-boned, though.
User avatar
Ribo Zurai
Posts: 872
Joined: Fri Jul 03, 2009 1:47 pm

Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by Ribo Zurai »

EddieMann wrote:Now, I won't make bones over this mod, it seems pretty humerus to play as sans instead of chara. Sorry my review was too skeletal and bare-boned, though.
Spoiler:
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by Captain J »

bonerous puns intensifies.

EDIT: also cheers for putting my addon thread's link at your thread's first page!
User avatar
Exeor
Posts: 169
Joined: Mon Mar 16, 2015 3:05 pm
Location: Spain

Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by Exeor »

Captain J wrote:bonerous puns intensifies.

EDIT: also cheers for putting my addon thread's link at your thread's first page!
Yeah, your addon is basically a must-have to play with the mod, thanks for it!

I still think that the HUD must be fixed, all gameplay videos about Sans mod that I see have the health and bones in the middle of the screen, no matter which version of Gzdoom I use.
GeminiTH
Posts: 3
Joined: Fri Nov 20, 2015 5:18 pm

Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by GeminiTH »

Maybe this should be edited for it to work with Mega Man 8 Bit Deathmatch, if it doesn't already work with it?
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by Captain J »

welcome to the forum and if someone can working on it, i would be darned!
User avatar
Hekmatyar
Posts: 31
Joined: Tue Jun 10, 2014 3:40 pm

Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by Hekmatyar »

Wish this would work with Zandro T - T
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by Viscra Maelstrom »

heh. have you thought about changing the font to all lower-caps comic sans yet? :p

aside from that, does anyone feel the gaster blasters can be a bit... hard to aim at where you want to? i mean, i've had it fire at enemies that weren't in my line of sight, but hiding behind a wall. maybe it could be a bit less finicky to use? (this was with playing Goodtimesans with this mod too, so.)

lizardcommando's texture replacement-mod seems to fit the aesthetic of this mod, as well.
User avatar
Major Cooke
Posts: 8176
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by Major Cooke »

Hekmatyar wrote:Wish this would work with Zandro T - T
Your patience will be rewarded. Zandronum has plans for catching up to GZDoom's latest github soon, after they finish up with v3 or whichever they're working on now. It won't be too much longer before it starts up.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by Viscra Maelstrom »

since it was posted in the other thread, there's this rotation of Sans lying around.
User avatar
Ribo Zurai
Posts: 872
Joined: Fri Jul 03, 2009 1:47 pm

Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by Ribo Zurai »

Viscra Maelstrom wrote:since it was posted in the other thread, there's this rotation of Sans lying around.
I don't see where I can use this. The mod is not planned to work on multiplayer.
Post Reply

Return to “Gameplay Mods”