Oh, its fixed if you use a development build of GZDoom!leodoom85 wrote:Well, GZDoom 2.2.0 doesn't have this problem. Hope that this can be fixed soon...

Oh, its fixed if you use a development build of GZDoom!leodoom85 wrote:Well, GZDoom 2.2.0 doesn't have this problem. Hope that this can be fixed soon...
Really?. I'll try that tomorrow...LukeArio wrote:Oh, its fixed if you use a development build of GZDoom!leodoom85 wrote:Well, GZDoom 2.2.0 doesn't have this problem. Hope that this can be fixed soon...
Yeah, confirmed recently with the latest dev build. Going back to GZDoom 2.2.0Pokky wrote:The recent gzdoom devbuildg2.4pre-7-g6ab8e90 kinda broke this mod.
The game will crashed instantly if the rage bonus time was activated. If any of you experienced this, use the stable gzdoom 2.2.0.
FINALLY, thanks for the update, manHexereticdoom wrote:Happy New Year 2017 dear Doomguys!![]()
So after these REALLY BUSY couple of weeks I had due to Christmas holidays, I have recently listened to your last bug reportings and confirmed the H-Project's inoperability with the fresh new release of GZDoom 2.3.0. So then, I just made some tiny modifications into the problematic Decorate lump and have published a few moments ago the pertinent hotfix update of the mod, v4.7 SE U1. In few words, this one fixes the execution prevention of the mod in GZDoom 2.3 and should extend its compatibility with 2.4 development releases.
Please update your mod copies ASAP and don't forget to keep reporting any possible bugs you encounter!![]()
Thanks everyone for your cooperation, and keep having fun!
Hmm, you're right, I have tested it and not only 2.4 is affected, in stable 2.3 it also occurs. How strange...Pokky wrote:I'd ran a test run with the recent gzdoom-g2.4pre-22-g4be9222 and so far found one bug.
The beretta,colt and poison dart gun's melee attack consumed 2 ammo per swing.
Thank you so much! Love your mod, dude!Hexereticdoom wrote:Happy New Year 2017 dear Doomguys!![]()
So after these REALLY BUSY couple of weeks I had due to Christmas holidays, I have recently listened to your last bug reportings and confirmed the H-Project's inoperability with the fresh new release of GZDoom 2.3.0. So then, I just made some tiny modifications into the problematic Decorate lump and have published a few moments ago the pertinent hotfix update of the mod, v4.7 SE U1. In few words, this one fixes the execution prevention of the mod in GZDoom 2.3 and should extend its compatibility with 2.4 development releases.
Please update your mod copies ASAP and don't forget to keep reporting any possible bugs you encounter!![]()
Thanks everyone for your cooperation, and keep having fun!
I love this mod! Thanks for the UpdateHexereticdoom wrote:Happy New Year 2017 dear Doomguys!![]()
So after these REALLY BUSY couple of weeks I had due to Christmas holidays, I have recently listened to your last bug reportings and confirmed the H-Project's inoperability with the fresh new release of GZDoom 2.3.0. So then, I just made some tiny modifications into the problematic Decorate lump and have published a few moments ago the pertinent hotfix update of the mod, v4.7 SE U1. In few words, this one fixes the execution prevention of the mod in GZDoom 2.3 and should extend its compatibility with 2.4 development releases.
Please update your mod copies ASAP and don't forget to keep reporting any possible bugs you encounter!![]()
Thanks everyone for your cooperation, and keep having fun!
Well, it sounds interesting but also may seems a bit weird, at least in first impression...Mister Neauxbauxdeay wrote:I've been thinking for some time on some possible ways to improve upon the calming pills jar that randomly replaces health bonuses and a commonly recurring thought I've had while playing is that in exchange for some rage points, the jar should be given some small chance to give the player a random powerup state or health/armor bonus (except for the rage state). As a result anything within the list of {soulspheres, megaspheres/alphaspheres/betaspheres, regeneration, draining, poca-cola, armors, invisibility, invulnerability, health/armor bonuses} could result from the calming pills in exchange, therefore giving the player a reason to try his hand at picking up one of these pill jars. What are your thoughts on this, Hexereticdoom?