[WIP] ZDoom Wars (Version 0.85)

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Unknown_Assassin
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Re: [WIP] ZDoom Wars (NEW: Version 0.8)

Post by Unknown_Assassin »

@Captain Ventris: -NOSOLID should prevent monsters from going through walls.
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Phobus
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Re: [WIP] ZDoom Wars (NEW: Version 0.8)

Post by Phobus »

@Ventris: Oh, I see. They hang around forever though, following me about until they resurrect something. I'd summoned like... 60 of them by using the res thing 6 times :lol:

GZDoom doesn't work for the same reason that ZDoom 2.2.0 doesn't work. It's not up-to-date enough. The latest SVN does work fine though, so that's alright.

Shame about +DONTPUSH, but I guess there's little to be done there, aside from give them a higher mass
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Captain Ventris
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Re: [WIP] ZDoom Wars (NEW: Version 0.8)

Post by Captain Ventris »

Phobus wrote:@Ventris: Oh, I see. They hang around forever though, following me about until they resurrect something. I'd summoned like... 60 of them by using the res thing 6 times :lol:
Yeah, that might need to be more expensive. XD
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Phobus
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Re: [WIP] ZDoom Wars (NEW: Version 0.8)

Post by Phobus »

In fact, on the automap I kind of looked like a turd in the centre of the biggest swarm of flies ever. No number of mdks and kill monsters was going to leave that caco dead very long, or so it seemed :lol:
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Captain Ventris
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Re: [WIP] ZDoom Wars (NEW: Version 0.8)

Post by Captain Ventris »

Phobus wrote:In fact, on the automap I kind of looked like a turd in the centre of the biggest swarm of flies ever. No number of mdks and kill monsters was going to leave that caco dead very long, or so it seemed :lol:
Well, with 10 of those guys per use, you had 60 floating around. XD
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Mik57
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Re: [WIP] ZDoom Wars (NEW: Version 0.8)

Post by Mik57 »

I know this sounds a bit noobish, but where would I get the SVN? Ive been searching for a while, and I can't find it.
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Re: [WIP] ZDoom Wars (NEW: Version 0.8)

Post by XutaWoo »

ZDoom wiki, main page.
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Mik57
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Re: [WIP] ZDoom Wars (NEW: Version 0.8)

Post by Mik57 »

Hmmm... Why didn't I notice that before?

Nice Ventris, its pretty cool. The 1 thing I don't like, though, is how much hp the pistol zombiemen have. They can take like 5 rails from a rail revenant.
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Captain Ventris
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Re: [WIP] ZDoom Wars (NEW: Version 0.8)

Post by Captain Ventris »

Mik57 wrote:Hmmm... Why didn't I notice that before?

Nice Ventris, its pretty cool. The 1 thing I don't like, though, is how much hp the pistol zombiemen have. They can take like 5 rails from a rail revenant.
The zombiemen are fine, I think. They have enough hp to be useful now. XD I might lower it if it proves too much.

The rail revenant most likely needs a buff, idk.
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Mik57
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Re: [WIP] ZDoom Wars (NEW: Version 0.8)

Post by Mik57 »

Right-o.

Also, I don't know if this is the build, or the mod, but whenever I try to quit the game, it freezes.
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Captain Ventris
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Re: [WIP] ZDoom Wars (NEW: Version 0.8)

Post by Captain Ventris »

Mik57 wrote:Right-o.

Also, I don't know if this is the build, or the mod, but whenever I try to quit the game, it freezes.
Hm, I've had that issue before. Since I started using rv1115, it hasn't happened, though. :/

I'm gonna' need lots of input, so if you have something you'd like changed, do tell! I'm working on the new CQ side right now.
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Mik57
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Re: [WIP] ZDoom Wars (NEW: Version 0.8)

Post by Mik57 »

Since Ive had rv1115, its had this problem. And ATM, its keeping me from using zdoom.

As for suggestions, definitely increase the rail revenants attack. (it should kill a zombie with 1-2 hits).

When I load up every faction wad, I can change the class by pressing the weapon slot number twice. ( I can go from Doomguy to Hexen, to Heretic, to Strife, and back again, technically giving me the ability to make a super army.
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Captain Ventris
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Re: [WIP] ZDoom Wars (NEW: Version 0.8)

Post by Captain Ventris »

Mik57 wrote:Since Ive had rv1115, its had this problem. And ATM, its keeping me from using zdoom.

As for suggestions, definitely increase the rail revenants attack. (it should kill a zombie with 1-2 hits).

When I load up every faction wad, I can change the class by pressing the weapon slot number twice. ( I can go from Doomguy to Hexen, to Heretic, to Strife, and back again, technically giving me the ability to make a super army.
That's weird...

And I could not re-create the weapon-slot bug.


I'm messing around with the Chex Quest faction, and I'm starting to get each of the units where I'd like them. It'll take plenty of testing yet, though.
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Phobus
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Re: [WIP] ZDoom Wars (NEW: Version 0.8)

Post by Phobus »

Aside from fixing Korax I don't know of anything that I find is a pressing need for improvement.

Techbase Monolith is pretty cool, BTW. Took a bit of exploring to work it all out, but very cool all the same.
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Re: [WIP] ZDoom Wars (NEW: Version 0.8)

Post by Phobus »

DBLPost:

Here's a bug report for Strife:

1) ZAcolyte has this odd habit of not properly dying. This might be because I zapped him with the special power thingy that shows the exploding body (in the the screenshot), but he stops on a frame that I'd say is roughly mid-gibbage.

ImageImage

2) The second spectre in on weapon 4 doesn't summon. The projectile isn't fired and the thing doesn't appear.

3) The second spawn of the main entity didn't do anything, but running into it killed me damn quick. This might have been because it got stuck in a wall, but I doubt that.

---------

That appears to be all. To my knowledge Heretic and Doom(2) work 100%
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