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Re: Demonizer engine mod [V2 Released!]
Posted: Fri Jan 11, 2008 8:48 pm
by Axel
I'm using the latest version of GZDoom (1.0.30), you could try that.
Re: Demonizer engine mod [V2 Released!]
Posted: Fri Jan 11, 2008 9:06 pm
by MG_Man
Nope.
Re: Demonizer engine mod [V2 Released!]
Posted: Fri Jan 11, 2008 9:55 pm
by Matt
I'm getting the same thing... can you re-upload the working version you've got? Might've been corrupted.
Re: Demonizer engine mod [V2 Released!]
Posted: Sat Jan 12, 2008 6:20 am
by Axel
How odd, the map works fine for me when i run gzdoom from within slade, but when i run it via the command line it throws up this error.
You can colour me confused, i'll see what i can do to fix it
Re: Demonizer engine mod [completed]
Posted: Sat Jan 12, 2008 3:02 pm
by Project Shadowcat
Captain Ventris wrote:Partial Invisibility is pretty useless.
Oh no! I remember coming across this in Doom II... Let me file that one.
Re: Demonizer engine mod [completed]
Posted: Sat Jan 12, 2008 5:03 pm
by Captain Ventris
Project Dark Fox wrote:Captain Ventris wrote:Partial Invisibility is pretty useless.
Oh no! I remember coming across this in Doom II... Let me file that one.
I've heard it slightly decreases the chance you'll get hit or something, but... really. That's useless.
Re: Demonizer engine mod [completed]
Posted: Sat Jan 12, 2008 8:40 pm
by Tenement Funster
Captain Ventris wrote:Project Dark Fox wrote:Captain Ventris wrote:Partial Invisibility is pretty useless.
Oh no! I remember coming across this in Doom II... Let me file that one.
I've heard it slightly decreases the chance you'll get hit or something, but... really. That's useless.
It just throws off the enemy's aim. Great for hitscan, total shit for projectiles.
Re: Demonizer engine mod [completed]
Posted: Sat Jan 12, 2008 8:51 pm
by Captain Ventris
Tenement Funster wrote:Captain Ventris wrote:Project Dark Fox wrote:Oh no! I remember coming across this in Doom II... Let me file that one.
I've heard it slightly decreases the chance you'll get hit or something, but... really. That's useless.
It just throws off the enemy's aim. Great for hitscan, total shit for projectiles.
And most everything is projectiles.

Re: Demonizer engine mod [V2 Released!]
Posted: Sun Jan 13, 2008 6:51 am
by neoworm
Partial invisibility makes enemies aim unpredictable. Spiders in MAP07 always throw their plasma all around making it even harder to dodge.
Re: Demonizer engine mod [V2 Released!]
Posted: Sun Jan 13, 2008 9:34 am
by Virtue
and going up against a cyber with it is even worse! its easier without it
Re: Demonizer engine mod [V2 Released!]
Posted: Sun Jan 13, 2008 9:38 am
by Enjay
That's always been the problem with partial invisibility. As soon as you get a bit of experience with Doom, you recognise the start of a monsters attack and automatically move to avoid it. Then the randomness of the monster's response to "finding it hard to see you" kicks in and he throws a fireball right to the position that you just dodged to. It's really only useful against hitscan enemies.
Re: Demonizer engine mod [V2 Released!]
Posted: Tue Jan 15, 2008 12:43 am
by Project Shadowcat
Hehehe, perhaps monsters aren't as stupid as they seem.
Re: Demonizer engine mod [V2 Released!]
Posted: Tue Jan 15, 2008 10:30 am
by Axel
First off, The creeper is now fully invisible when not firing.
Secondly, didn't partial invisibility stop enemies seeing you if you moved really slowly?
New *fixed* version should be along shortly (i hope >__>)
Re: Demonizer engine mod [V2 Released!]
Posted: Tue Jan 15, 2008 11:35 am
by CaptainToenail
I noticed in ZDoom that if you have the invisibility and you don't move too close to the monster they don't see you, but I never noticed this happening in Doom95.exe, was this added?
Re: Demonizer engine mod [V2 Released!]
Posted: Tue Jan 15, 2008 11:48 am
by Axel
New version added, at last. Should work fine now