[1.9a] Insanity's Requiem Mk.2 | Updated Credits.

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TiberiumSoul
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Re: [1.28] Insanity's Requiem Mk.2

Post by TiberiumSoul »

heres something i never shared with anyone :P enemy hp and damage values are determined mostly based on the skill setting you use so playing on "im to young to die" for instance makes everything a pushover. while playing on "nightmare" makes them ammo sponges i recommend the default skill.as everything is at the defaults defined in the decorate defs
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Wivicer
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Re: [1.28] Insanity's Requiem Mk.2

Post by Wivicer »

TiberiumSoul wrote:@Brohnesorge, Will do.

@Wivicer, Can't help you there, Ammo is meant to be scarce as its intended to make each shot count. some weapons do better against certain enemies, others flatten them in 1-2 shots. its up to you to figure out what works and what doesn't when facing the enemies.
Maybe give the player a starting melee weapon? Just a fist would be fine.
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mutator
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Re: [1.28] Insanity's Requiem Mk.2

Post by mutator »

I would like to report a bug quickly :)
1. If you reload combat shotgun (not the automatic one) before it's fully empty the gun takes more ammo from inventory than if you are fully empty with shotgun and if you reload it after you will see the gun take a lot less ammunition from inventory.
2. Bullets do not go through obstacles.

I just wanted to state these bugs to help the author improve the mod even to better :)
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Carbine Dioxide
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Re: [1.28] Insanity's Requiem Mk.2

Post by Carbine Dioxide »

mutator wrote: 2. Bullets do not go through obstacles.
As if this was an actual bug, that's just the gimmick of projectile actors. If they were bullet puffs, that would be different.
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mutator
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Re: [1.28] Insanity's Requiem Mk.2

Post by mutator »

Carbine Dioxide wrote:As if this was an actual bug, that's just the gimmick of projectile actors. If they were bullet puffs, that would be different.
Yeah you are right but it's still not cool thing of the mod if you are trying to kill monsters and obstacles come on your way a lot because I personally experienced that issue but it's not a big of deal if it stay as it..
Gideon020
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Re: [1.28] Insanity's Requiem Mk.2

Post by Gideon020 »

So how does the armour system work anyway? Does it stack when you collect additional armour? Also, would it be possible to have a changelog on the opening post?
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TiberiumSoul
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Re: [1.28] Insanity's Requiem Mk.2

Post by TiberiumSoul »

Sure, I'll try to do that for the next release.

as for how armor works, look at the BasicArmorPickup entry on the wiki for better understanding
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simpletonnn
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Re: [1.28] Insanity's Requiem Mk.2

Post by simpletonnn »

i literally could not use the menu because the mod disabled my arrow keys that control the menu
and i have menu cursors enabled
what kind of evil man would do this
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wildweasel
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Re: [1.28] Insanity's Requiem Mk.2

Post by wildweasel »

simpletonnn wrote:i literally could not use the menu because the mod disabled my arrow keys that control the menu
and i have menu cursors enabled
what kind of evil man would do this
I'm not sure that a mod is capable of doing that. What else could have caused it?
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unRyker
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Re: [1.28] Insanity's Requiem Mk.2

Post by unRyker »

wildweasel wrote:What else could have caused it?
I have noticed that Mozilla Firefox in particular will attempt to steal keystrokes for itself from ZDoom. This means that stuff like ESC can still work- but the rest of the keys won't so you can't move ingame or change your selection in the menu. It's rather annoying. It happens most often for me when I leave pages like the ZDoom forums open and Google Drive open in the background.

I'd assume there's invisible selector graphics lumps- but yes it does make menus harder for those who prefer arrow keys.
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-Ghost-
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Re: [1.28] Insanity's Requiem Mk.2

Post by -Ghost- »

I actually get that issue as well with this mod, not sure why. It's the only one that does it for me.
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simpletonnn
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Re: [1.28] Insanity's Requiem Mk.2

Post by simpletonnn »

wildweasel wrote:
simpletonnn wrote:i literally could not use the menu because the mod disabled my arrow keys that control the menu
and i have menu cursors enabled
what kind of evil man would do this
I'm not sure that a mod is capable of doing that. What else could have caused it?
i really have no idea, but i plain could not use the menu without enabling mouse in menus
i always use the arrow keys to navigate it but it didnt work with that mod and that mod specifically
and i also noticed that the mod autoloads with doom2 and i have to use a batch file to use a different iwad
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Wivicer
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Re: [1.28] Insanity's Requiem Mk.2

Post by Wivicer »

The arrow keys still work, there's just no graphics for the selection indicator.
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TiberiumSoul
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Re: [1.28] Insanity's Requiem Mk.2

Post by TiberiumSoul »

@Simpletonn The autoload thing has been fixed in 1.29 so you'll be able to use whatever IWAD you want, I'm also planning on making patches for Heretic and Hexen for those who want them. I'm still kinda on the fence about it though so it might not happen.

Also yes, currently there are no selector lumps because I can't get them to center on the episode/difficulty selection only in the main menu, if someone wants to help me out with a MENUDEFS patch... then I would greatly appreciate it.
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mutator
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Re: [1.28] Insanity's Requiem Mk.2

Post by mutator »

Anything new tiberium? :)
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