Hm, must have been this commit, not sure why it's printing that stuff to the console though, might be an option in GZDoom itself.
Just tested it: yeah, it does that for me too, even though i didn't even touch any GZDoom settings, weird.
"doesn't work" how? Game doesn't start up if they're both loaded? Can't get LD effects by leveling up? Switching LD effects doesn't work? Other?
The new melee weapon detection probably needs (even more) tweaking -- it's now on its third iteration and is "weapons where more than 75% of the attacks are within the AVOIDMELEE radius of 192 are considered melee weapons". If you're routinely using those weapons in close quarters it probably guessed that they're melee based on that. :sigh:Netheritor wrote: ↑Fri Sep 02, 2022 1:30 am I found a bug;
I played with all upgrade available, some weapons that's not melee has shield upgrade. Tested it with vanilla doom 2. Rocket is alright, but ssg, plasma, chaingun (maybe bfg) has shield upgrade.
New upgrade is based on allmap, yeah -- it actually sets the allmap level flag when activated, same as picking up a computer map, and at level 2 it also gives you an infinite-duration Scanner power.Also, how can I forget about all map? Your new upgrade is inspired by allmap, right?
So here's my idea inspired by infrared;
Enemy detection: Enemy will have (a bit transparent) silhouette color in certain range. As you know, infrared will make enemy actor has hazy green color. Do that but without the night vision thing, only the enemy detection. Color is up to you.
Glad you like it!SaucepanSF wrote: ↑Fri Sep 02, 2022 2:29 pm Been away a bit and just seeing this one. Wow is all I can say. Going straight into load order.
Only thing I'd change if I could, would be to disable the pausing of the game to choose an upgrade. In the options, I changed the number of upgrades to just one (from the default 4), and this seems to be a personal fix, as it just chooses it for me and I can keep the action going in game without disruption.
Anyway whatever, thank you for this!
Not to mention that not pausing it wouldn't exactly "keep the action going" since you'd still have to navigate it and make a choice, it'd just keep the action happening *to* you, while you're not engaging with it.ToxicFrog wrote: ↑Fri Sep 02, 2022 3:12 pmGlad you like it!SaucepanSF wrote: ↑Fri Sep 02, 2022 2:29 pm Been away a bit and just seeing this one. Wow is all I can say. Going straight into load order.
Only thing I'd change if I could, would be to disable the pausing of the game to choose an upgrade. In the options, I changed the number of upgrades to just one (from the default 4), and this seems to be a personal fix, as it just chooses it for me and I can keep the action going in game without disruption.
Anyway whatever, thank you for this!
I don't think disabling pausing when choosing an upgrade is on the table, because (as I understand it) opening an OptionMenu is hardcoded to pause the playsim; doing it while keeping the playsim running would require me to write my own UI code, which I 1000% do not want to do.