NeuralStunner wrote:Everyone keeps talking about Textures not working right in GZDoom, and I haven't had any trouble at all with Style Mod.
Style Mod doesn't abuse Textures nearly as much as Parkour does.
Re: [WIP] Parkour Mod [Beta.C]
Posted: Sat Aug 21, 2010 11:27 pm
by Nate
I found a bug with the plasma rifle... If you have 30, 20, or 10 cell units 'loaded', and no more ammo besides, and try to charge all of it into a single shot (w/altfire), the weapon deselects when you run out and the shot never fires. If you have 5, 15, 25, 35, 40 or more it works as expected.
Re: [WIP] Parkour Mod [Beta.C]
Posted: Mon Dec 27, 2010 9:29 pm
by Xaser
Slight bump, but I'm seriously considering just releasing this (since the contest seems to have stalled). I think I've got the charge bug Nate mentioned all fixed up, but otherwise are there any last-minute issues I should know about before tossing it on /idgames?
Re: [WIP] Parkour Mod [Beta.C]
Posted: Mon Dec 27, 2010 9:56 pm
by Viscra Maelstrom
None that I would know of, aside from the various graphical TEXTURE bugs in GZDoom, of course.
However, I gotta say, for being a mod that is named Parkour Mod, there is not much Parkour in it at all.
Re: [WIP] Parkour Mod [Beta.C]
Posted: Mon Dec 27, 2010 10:08 pm
by Xaser
It's also not confusing at all that TheShooter7's actual parkour mod came out at roughly the same time as this one. I may or may not have to make a note or two somewhere to clear up the confusion (or perhaps cause more of it).
Re: [WIP] Parkour Mod [Beta.C]
Posted: Tue Dec 28, 2010 1:47 pm
by cq75
I had a great time playing it
I wish I had more buttons on my mouse...
EDIT - also, your double sawn off shotguns remind me of this (skip to :25):
Spoiler:
EDIT2 - found a bug, the plutonia M_DOOM image is cut off
EDIT3 - also the TNT/Evilution logo
Re: [WIP] Parkour Mod [Beta.C]
Posted: Sat Jan 01, 2011 7:09 pm
by cq75
Sorry to double post, but I found a rather serious error, when I play it in GzDoom, the ammo part of the HUD gets screwed up
Spoiler:
Also, strangely, part of your PARKOUR text on the title screen disappeared.
it works ok in zdoom with the same resolution
Re: [WIP] Parkour Mod [Beta.C]
Posted: Sat Jan 01, 2011 7:16 pm
by NeuralStunner
GZDoom has inexplicable problems with Textures.
Re: [WIP] Parkour Mod [Beta.C]
Posted: Sat Jan 01, 2011 7:53 pm
by Viscra Maelstrom
As NS said yes, it doesn't work flawlessly in GZDoom. It does in ZDoom however, even if the patches in another PWAD is modified (like UAC Ultra).
Re: [WIP] Parkour Mod [Beta.C]
Posted: Sat Jan 01, 2011 8:07 pm
by cq75
hmm... I just tried this in chex quest 3 for laughs, it works! Kind of.
I'll have to try it with a chex wad that has a super shotgun replacement, that should be interesting.
Spoiler:
quite an interesting zorcher you made
Re: [WIP] Parkour Mod [Beta.C]
Posted: Sat Jan 01, 2011 10:09 pm
by Xaser
Heh, a Parchex retrofit might actually be a neat project for the future.
Re: [WIP] Parkour Mod [Beta.C]
Posted: Sat Jan 01, 2011 10:18 pm
by Viscra Maelstrom
Better yet, a Parketic mod! Dual-wield crossbows and go medival on their asses with the Staggering Staves super combo!
Re: [WIP] Parkour Mod [Beta.C]
Posted: Sat Jan 01, 2011 11:19 pm
by Theshooter7
Xaser wrote:It's also not confusing at all that TheShooter7's actual parkour mod came out at roughly the same time as this one. I may or may not have to make a note or two somewhere to clear up the confusion (or perhaps cause more of it).
Well hey, all I did was release the sources (which are now outdated, I should add). The mod itself that will be putting the code to full use is called "Edge of Doom", so I dunno it's up to you.
Re: [WIP] Parkour Mod [Beta.C]
Posted: Mon Jan 03, 2011 12:08 am
by Dayve
The first time i saw this wad i thought to myself, maybe this has potential to have its own maps to look a bit like Mirror's Edge, but i don't know where this is going exactly also i am just impressed at how this was made, it adds so much into a so little file. Very good work there, possible the best i've ever seen!
Re: [WIP] Parkour Mod [Beta.C]
Posted: Mon Jan 03, 2011 8:05 am
by cq75
A few things I've noticed while playing:
If you load rockets into the rocket launcher, they don't "stay in" the rocket launcher like the other weapons. If you use up all of your rockets firing grenades out of the chaingun, the five rockets loaded in your rocket launcher mysteriously disappear. Not a huge deal, but it caught me off guard.
I've never felt the bullet firing function of the chaingun was very useful, I rarely use it. I usually don't like guns that need to warm up while firing (I hate wasting bullets, and it doesn't feel like I'm in control of the weapon).
The sawn off shotguns and pistols are semi automatic, whereas all of the other weapons are not.
I can see why you did this, but I'd really like to see an option to just hold down the fire button and alternate guns for the pistols and sawn offs. Keeping track of fire, alt fire and reload is kind of tough in an intense firefight.
It'd also be cool to have an option to automatically reload the weapons when you try to dry fire (try to fire with no bullets in the chamber). The sawn offs already do this, but the plasma gun, pistols, and normal shotgun don't.
I'm not sure if you can do that, I know Psychic had an option to switch the weapons between semi and full automatic, but I've never heard of a menu option that would do that last part.
EDIT - here's the super large zorcher with the parkour mod
That's one of the weirdest yet coolest things I've ever seen. The reload frames look really cool if you don't look at them too carefully.
EDIT2 - I posted links to this mod on the CQFF, I hope you don't mind. This is one of my favorite mods.
EDIT3 - never mind... ultimate doom is missing a lot of sounds, from monsters, etc., there's not much point in fixing that.