Doomvengers: Earth's Weirdest Heroes (v1.4 10/23/2021)

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TheAdmantArchvile
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Re: Doomvengers: Earth's Weirdest Heroes (v0.8)

Post by TheAdmantArchvile »

Same thing keeps happening to me:
Image
Here's my error message and my ZDL loadout.
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TheDarkArchon
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Re: Doomvengers: Earth's Weirdest Heroes (v0.8)

Post by TheDarkArchon »

Yeah, you need to load ALL the characters base mods before Doomvengers
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (v0.8)

Post by Captain Ventris »

Since I have a script that tells you what wad and by who the character is from when you start a level, I miiiiight work on getting the authors' permission to just pack in the necessary wads, since none of them seem to be headed towards frequent updates of any sort! Necrodoom might eventually get a patch or a few from Xaser, and Xuta will hopefully continue on Super Chicken, but Parkour Mod and Style Mod can probably be packed in. I'll have to contact Aluqah about Possess Me. For the time being, things will stay the same, and for reasons of laziness, I seriously, seriously do not intend to have to wholly integrate the wads into Doomvengers with time, because wow.

So yeah, for the time being, follow the instructions in the first post real close-like.
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (v0.9)

Post by Captain Ventris »

BAM! A new version, beta 0.9. Loads o' changes here, and a new Compatibility patch for UAC Ultra for those pesky Haymakers (I used the DECORATE version from Scalliano's 667 Shuffle because DehackEd is not fun to work around/with in DECORATE like this).

Please check the bottom two sections because I still need help with stuff and things.
Spoiler: Changelog
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (Beta v1.0)

Post by Captain Ventris »

Beta version 1.0 is ooooooout. Good stuff here, and at the bottom of this post, a link to a preview of the in-progress Doomvengers Manual! I provide none of the actual helpful part, I just want opinions on the format and also I feel the reasonless need to share some of it with you because it's been sitting all lonely on my hard drive where only I can see it.

PLEASE look at the stuff at the very bottom for things I need help on. You're my only hope.
Spoiler: Changelog
Aaaand here are the cover and first 4 pages of the manual: Download Hither. It's a PDF.
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (Beta v1.0)

Post by Captain Ventris »

The next version may not have many balance changes, but I am finally beginning the process of integrating the Source wads into Doomvengers itself with author permission. Given that you are told the origins of the class you select upon beginning a game with them, credit is still given in an obvious fashion.

So far I have permission to integrate Style Mod (already done) and Super Chicken (which won't be integrated until Xuta releases the Chaos Condenser). So you will at the very least not need Style Mod to play the next version of Doomvengers. I have not heard from Xaser yet, but considering that Zharkov has been integrated with permission from the beginning, the next version may eliminate the need for the majority of the source wads. This also makes modifying Doomvengers much simpler for me, since I don't have to deal with so much inheritance.

I have a problem, though: I have no earthly idea how to contact Aluqah. Someone help me out, here.
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Lord_Aries_Greymon
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Re: Doomvengers: Earth's Weirdest Heroes (Beta v1.0)

Post by Lord_Aries_Greymon »

Okay, I seem to be the last guy having any difficulty with this.

I'm using the Zdoom Launcher, loaded all the precursor wads (Necrodoom, Super Chicken, Style Mod, Parkour Mod, and Possess Me) then loaded doomvengers.
Things run great, except for the Necrosuit.
That's boned. The Necrosuit will not switch weapons, and endlessly plays the weapon switch noise instead. (but only after depleting HV-cannon ammo.)

As stated, all the other characters seem to be working as intended.
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (Beta v1.0)

Post by Captain Ventris »

Uh, minutia time.

Did you load the precursor wads in the exact order presented in the Batch file that comes with the download?

Are you SURE that's the latest version of Super Chicken, because there was a discrepancy with that earlier? Check the idgames link and the thread for the project here on this forum and see if they're different. Also check the versions of the other wads just in case because I don't know.

Are you SURE you are using the latest (G)ZDoom svn?

Are you REALLY sure of the previous items?

Have you angered any Gypsies recently?
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Re: Doomvengers: Earth's Weirdest Heroes (Beta v1.0)

Post by NeuralStunner »

Captain Ventris wrote:Are you SURE you are using the latest (G)ZDoom svn?
This actually could be the source of the problem, due to recent not-exactly-unbuggy changes to the weapon switch code.
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (Beta v1.0)

Post by Captain Ventris »

NeuralStunner wrote:
Captain Ventris wrote:Are you SURE you are using the latest (G)ZDoom svn?
This actually could be the source of the problem, due to recent not-exactly-unbuggy changes to the weapon switch code.
Oh, lovely.

Well, try the very latest, and then try a somewhat older version and see what explodes.
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TheDarkArchon
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Re: Doomvengers: Earth's Weirdest Heroes (Beta v1.0)

Post by TheDarkArchon »

For the record, the breaking change was in r4024
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (Beta v1.1)

Post by Captain Ventris »

Pushing out Beta 1.1 to provide support for the recent release of Necrodoom v4. There are also some other changes, but that's really the big thing, other than a change to the Legions spawners that makes them spawn monsters when they would normally be awakened in a map, to better preserve original gameplay. As usual, there is a cluster of issues at the bottom of the changelog which could use someone smarter than me, so do please read them.

Anyway:
Spoiler: Changelog
Downloads in the OP. Many Bothan spies died to bring you this information.
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (Beta v1.1)

Post by Captain Ventris »

I know there has been no update of any sort in a bit. That's because this next version is kind of a big deal. Menu coloring, a font by Jimmy, full Doom 1 support, ridiculous game-start messages and, most importantly of all, big strides in Zharkovision, with which Zharkov experiences things a biiiit differently from the rest of us.

Also a release of the Manual, but I mean, like, Zharkovision!
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Ethril
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Re: Doomvengers: Earth's Weirdest Heroes (Beta v1.1)

Post by Ethril »

Captain Ventris wrote:Cyberjumper(I've renamed this guy twice now. Jumping by Ethril.)
just gonna say right here and now that i am 102% okay with this
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (Beta v1.1)

Post by Captain Ventris »

That thing was fantastic. The Cyberjumper in Doomvengers is pretty hilarious, though not unfair. That jump definitely makes you think twice about trying to cheese him, though!
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