[WIP] GZDA - Virus Issues (p. 16)

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step2ice
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by step2ice »

DrunkenMelon wrote:I tried to load the .rar file with GZdoom but it didn't work. :? I even extracted the files into a zip folder but still no use. I've tried almost every single way to load this mod yet it doesn't work. :x I have the latest version of GZdoom and whenever I try to run it, I get the error message: Script error, "sbarinfo.txt" line 60.
Expected " but got " instead.
Browse a few pages back, there is a workaround for that problem if I remeber correctly.
Otherwise load the file I posted 2 postings above. I also had to remove the txt file or what it was.

@eliw00d

Since you did not respond to my posting about the status bar bug, I guess it only occurs on my machine.
Anyway, did you check out the custom reload sound I made, it's not much but it would be nice if you could it include in the official GZDA file.
Only if you like the sound of course. :D

http://www.step2ice.com/audio/doom/micro_reload_new.rar

Btw. I've still not found the BFG, damn it. :p
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eliw00d
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by eliw00d »

DrunkenMelon wrote:I tried to load the .rar file with GZdoom but it didn't work. :? I even extracted the files into a zip folder but still no use. I've tried almost every single way to load this mod yet it doesn't work. :x I have the latest version of GZdoom and whenever I try to run it, I get the error message: Script error, "sbarinfo.txt" line 60.
Expected " but got " instead.
a page or two back this was discussed, apparently the latest version of (g)zdoom is incompatible with my sbarinfo.txt file, so in order for it to work just remove the file from the rar. hopefully i can figure out what is causing this (although i should just rework it altogether) and have it fixed in the next version. i will probably update the rar with either a removed sbarinfo or a renamed one for anybody that wants to play around with it.
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Tenement Funster
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by Tenement Funster »

i will probably update the rar with either a removed sbarinfo or a renamed one for anybody that wants to play around with it.
How about you update the whole thing with real updates, you big jerkhead.

Pretty please?
DrunkenMelon
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by DrunkenMelon »

eliw00d wrote:
DrunkenMelon wrote:I tried to load the .rar file with GZdoom but it didn't work. :? I even extracted the files into a zip folder but still no use. I've tried almost every single way to load this mod yet it doesn't work. :x I have the latest version of GZdoom and whenever I try to run it, I get the error message: Script error, "sbarinfo.txt" line 60.
Expected " but got " instead.
a page or two back this was discussed, apparently the latest version of (g)zdoom is incompatible with my sbarinfo.txt file, so in order for it to work just remove the file from the rar. hopefully i can figure out what is causing this (although i should just rework it altogether) and have it fixed in the next version. i will probably update the rar with either a removed sbarinfo or a renamed one for anybody that wants to play around with it.
I kinda figured that out a while ago. Thanks anyways. :D
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eliw00d
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by eliw00d »

what do you guys want to see fixed/changed/added in the next version?
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lizardcommando
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by lizardcommando »

Will the full Reloading sprites for the .45 Pistol be implimented?
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wolf00
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by wolf00 »

failed to load on gzdoom 1.1.2

Script error, "sbarinfo.txt" line 60.
Expected " but got " instead.can run under latest ver "skulltag"
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eliw00d
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by eliw00d »

anybody still interested in this? i haven't played doom in a long time, but today my brother and i were playing my mod and i was kind of annoyed with how the tap-to-fire was working (or not working, really) and thought maybe i could fix things up a little.
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hnsolo77
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by hnsolo77 »

i still am
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Imp Hunter
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by Imp Hunter »

Secound that!

Hey dude, what about you make a "overcharge" effect on BFG9000 after it attack? Some green smoke going out of the weapons, or some thing like that? :)
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Quadruplesword
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by Quadruplesword »

Maybe it's just me, but I don't like that manual pump thing for the shotgun. It's like this:

*Kills zombie with shotgun*
*Sees another enemy*
*Tries to shoot it but forgot to pump the shotgun and chamber the next shell*
*Gets killed by enemy*

Perhaps you could make this optional?

Also, the appearance of an auto-shotgun is just too rare. It has only a 5% chance of appearing and that's only if the map contains a super-shotgun. What I would do is have the auto-shotgun appear in the secret Wolfenstein level, in place of the BFG so that way it's possible to obtain it without having to cheat or be very lucky. As for the Railgun, I would have it appear in the other secret Wolfenstein level (Grosse) and, like the auto-shotgun, have it appear in place of the BFG. So far, the only way I've been able to use the auto-shotgun is by cheating >:(

EDIT: Oh, and the Railgun needs a key binding.
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Matt
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by Matt »

Quadruplesword wrote:What I would do is have the auto-shotgun appear in the secret Wolfenstein level, in place of the BFG so that way it's possible to obtain it without having to cheat or be very lucky. As for the Railgun, I would have it appear in the other secret Wolfenstein level (Grosse) and, like the auto-shotgun, have it appear in place of the BFG. So far, the only way I've been able to use the auto-shotgun is by cheating >:(
That would require an extra ACS script to check what level you were on, unless you're suggesting new maps to replace the secret levels.

How about spawning the gun at a higher probability next to or instead of some other relatively rare find? Maybe a 40% chance of it appearing instead of any BFGs, or something lower for megaspheres / plasma rifles, or some Hellish decoration that only appears in the later levels?

Or maybe randomly spawning one next to an Archvile or the big boss monsters... Spider Mastermind autoshotgun drop, anyone? :D
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Quadruplesword
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by Quadruplesword »

That would require an extra ACS script to check what level you were on, unless you're suggesting new maps to replace the secret levels.
It's simpler than you're making it sound actually. All you would have to do is open the map in a level editor and put the auto-shotgun/railgun in place of the BFG. Simple, right?

EDIT: Or you could do it the way you suggested. Maybe the Spider Mastermind could spawn an auto-shotgun/railgun after you kill it. There are lots of ways to make it possible.
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hnsolo77
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by hnsolo77 »

Quadruplesword wrote:It's simpler than you're making it sound actually. All you would have to do is open the map in a level editor and put the auto-shotgun/railgun in place of the BFG. Simple, right?
and completely uncessecery

those weapons were placed in there for custom maps anyway, and the railgun is not even finished

the spawn thing is fine as is anyway
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eliw00d
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by eliw00d »

If you guys could give me your thoughts on the current state of all the weapons in the mod, I would really appreciate it. Something like...

Chainsaw: Needs to be completely redone.

Pistol: Needs a slower reload time.

etc.

I've been tweaking them myself, but I want to know where you guys stand on how they are balanced. I know that the Rocket Launcher, Plasma Rifle and BFG need to be done better, I never really did figure out what to do differently that hasn't already been done...AND keep the original Doom feel. I brought back the hold fire for all the conventional weapons, as I found that lag really messed with the other method and was generally annoying. I think I'm going to keep the manual pump, but since you can hold down the fire key for the shotgun it will be an "optional" type of thing now. I also changed the magazine system so you keep ammo when reloading again, as it makes more sense. I have a kind of repository for new versions:

www.medpackstudios.com/GZDA
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