I just quickly checked on my test map with v2.11 on GZDoom 2.3.2, and the inventory system seemed to work as intended. If TonicBH has more information, I'd appreciate it!JohnnyTheWolf wrote:I think they are trying to say picking up other inventory items does not refill their ammunition.
MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
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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!
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Re: MetaDoom v2.11 "Olivia": HOTFIX US. (Testers Wanted! p61
Re: MetaDoom v2.11 "Olivia": HOTFIX US. (Testers Wanted! p61
This is vanilla Doom II with the 1/23/17 build, compiled. God mode turned on for quick research. No other mods or map packs running. Using the "use inventory" key (Q for me by default) gives the message, even after picking up grenades and having throwables in my inventory:
http://puu.sh/tyAPt/c97a60eb71.png
http://puu.sh/tyAQH/9efdcc26d9.png
It's entirely possible I might've mucked up the compile process somehow (it's just run the bat, move the pk3 to mods folder, right?) or even ZDL messing something up, but this is what happens.
Oddly enough, I thought it was a map problem as I found the problem originally in Maps of Chaos (I know, I know, not the best...), but it seems to be a problem in Vanilla Doom II, which is strange.
(edit oh god these images came out huge and this forum doesn't automatically resize! changed them to links instead.)
http://puu.sh/tyAPt/c97a60eb71.png
http://puu.sh/tyAQH/9efdcc26d9.png
It's entirely possible I might've mucked up the compile process somehow (it's just run the bat, move the pk3 to mods folder, right?) or even ZDL messing something up, but this is what happens.
Oddly enough, I thought it was a map problem as I found the problem originally in Maps of Chaos (I know, I know, not the best...), but it seems to be a problem in Vanilla Doom II, which is strange.
(edit oh god these images came out huge and this forum doesn't automatically resize! changed them to links instead.)
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Re: MetaDoom v2.11 "Olivia": HOTFIX US. (Testers Wanted! p61
Out of curiosity, are the grenade sprites for the Grenade Launcher from Duke Nukem 64?
An easy way to resize screenshots is to use Paint or a similar application. Also, you can use the opportunity to convert the png files to the much lighter jpeg format.TonicBH wrote:(edit oh god these images came out huge and this forum doesn't automatically resize! changed them to links instead.)
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Re: MetaDoom v2.11 "Olivia": HOTFIX US. (Testers Wanted! p61
I don't seem to be able to reproduce this. Anyone else?TonicBH wrote:This is vanilla Doom II with the 1/23/17 build, compiled. God mode turned on for quick research. No other mods or map packs running. Using the "use inventory" key (Q for me by default) gives the message, even after picking up grenades and having throwables in my inventory:
http://puu.sh/tyAPt/c97a60eb71.png
http://puu.sh/tyAQH/9efdcc26d9.png
It's entirely possible I might've mucked up the compile process somehow (it's just run the bat, move the pk3 to mods folder, right?) or even ZDL messing something up, but this is what happens.
Oddly enough, I thought it was a map problem as I found the problem originally in Maps of Chaos (I know, I know, not the best...), but it seems to be a problem in Vanilla Doom II, which is strange.
(edit oh god these images came out huge and this forum doesn't automatically resize! changed them to links instead.)
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Re: MetaDoom v2.11 "Olivia": HOTFIX US. (Testers Wanted! p61
Nope, not here. Nothing else just happened. with v2.11 on GZDoom 2.3.2 and Doom2.wad, nothing else happened, really. I wonder how that happened?
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Re: MetaDoom v2.11 "Olivia": HOTFIX US. (Testers Wanted! p61
Yeah I've not been able to repro this bug, either. Only thing that comes close is summoning the DogCollar or ShieldWall actor, which gives you the item but no ammo (you need DogCollarPickup or ShieldWallPickup for that!), but once I picked up proper ammo, things worked correctly.
So, uh...
So, uh...

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Re: MetaDoom v2.11 "Olivia": HOTFIX US. (Testers Wanted! p61
Not sure if I can replicate this or even get a decent screenshot, but this was DooM The Way ID Did on MetaDooM 2.11 and the January 21st build of GZDooM: Saw a zombie shotgunner clip out of a closed door, as if it had opened the door and walked right out.
It's pretty minor and I haven't seen it happen again - it may just be a quirk of how Metadoom acts with the dehacked patch.
It's pretty minor and I haven't seen it happen again - it may just be a quirk of how Metadoom acts with the dehacked patch.
Re: MetaDoom v2.11 "Olivia": HOTFIX US. (Testers Wanted! p61
Soooo I figured out the problem. This might be obvious to most of you, but don't try to use a devbuild of GZDoom alongside a devbuild of this. I downgraded to 2.3.2 and everything worked fine again.TonicBH wrote:This is vanilla Doom II with the 1/23/17 build, compiled. God mode turned on for quick research. No other mods or map packs running. Using the "use inventory" key (Q for me by default) gives the message, even after picking up grenades and having throwables in my inventory:
http://puu.sh/tyAPt/c97a60eb71.png
http://puu.sh/tyAQH/9efdcc26d9.png
It's entirely possible I might've mucked up the compile process somehow (it's just run the bat, move the pk3 to mods folder, right?) or even ZDL messing something up, but this is what happens.
Oddly enough, I thought it was a map problem as I found the problem originally in Maps of Chaos (I know, I know, not the best...), but it seems to be a problem in Vanilla Doom II, which is strange.
(edit oh god these images came out huge and this forum doesn't automatically resize! changed them to links instead.)
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Re: MetaDoom v2.11 "Olivia": HOTFIX US. (Testers Wanted! p61
Hmm, thanks for the heads-up. I've been developing for the stable build. I'll have to keep an eye out in case this becomes a problem in the future.
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Re: MetaDoom v2.11 "Olivia": HOTFIX US. (Testers Wanted! p61
Yep, this is definitely an engine bug in the devbuilds. I've filed a bug report, we'll see what comes of it.
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Re: MetaDoom v2.11 "Olivia": HOTFIX US. (Testers Wanted! p61
Forgive the triple post, but I have two bits of news.
For one, the inventory troubles mentioned previously are fixed in the latest GZDoom devbuild. Rejoice!
For another, I have a new toy for you.

For one, the inventory troubles mentioned previously are fixed in the latest GZDoom devbuild. Rejoice!
For another, I have a new toy for you.

I'm getting close to the point where, unless some kickass sprites fall in my lap, I should really start thinking about wrapping up a stable release.Hologram:
Once predicted by sci-fi movies and lowbrow 3D action games of the 20th century, the Hologram provides a unique take on crowd control. Upon activation, it generates a refracted-light hologram of a photo-realistic 3D render of the operator, typically doing something insulting. This infuriates nearby demons, who will attempt to attack it and fail miserably, often hurting each other and triggering a hailstorm of infighting in the process.
The Hologram activates on impact with the ground after being tossed out in front of you. You might want to run away shortly after it activates...
Re: MetaDoom v2.11 "Olivia": HOTFIX US. (Hologram Sam... p63
Which Doom game had a Holoduke?
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- Captain J
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Re: MetaDoom v2.11 "Olivia": HOTFIX US. (Hologram Sam... p63
That's the Joke, i presume.
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Re: MetaDoom v2.11 "Olivia": HOTFIX US. (Hologram Sam... p63
At least, Doom 2016's hologram works against the AI - unlike the HoloDuke.