[Release] Custom Marathon Monsters v33

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RV-007
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Re: [Release] Custom Marathon Monsters v33

Post by RV-007 »

RV-007 wrote:Remember to make .wads open automatically w/ SLADE by "Tools" menu bar > "Folder Options..." option label > "File Type" window tab. You will also need a base resource for use of the proper palette (link for reference).

If you have problems removing any unused auto-open file associations, use ccleaner to remove the "Open with XWE" file association registry.
What I am trying to say is that I used to use XWE, but it can get only the job half done. It seems to have a good enough user interface, but I have moved onto SLADE3 b/c it suits my modding needs in the terms of sprite rendering. The images are in .png image file format so maybe XWE allows .bmp (256 colors) image file format. I like .bmp (24-bit color) myself, but I would just settle for .png as a substitute.

I don't want to be a XWE discourager, but one of my 1st projects relied on XWE. I was too much in a hurry b/c of XWE's save process. I deleted all my pimped out work right after the sprites were imported into its wad. What I regretted was a loss of color for the sprites. I wish I could fix that mistake, but it is really time-consuming (although I now found ways to speed up the process).

Anyways, the resources in the project are free for use. Marathon 0 - 3 is freeware and that should apply to the resources in this project.
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Reactor
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Re: [Release] Custom Marathon Monsters v33

Post by Reactor »

It works now :) SLADE did the job, thank you for the good advice.
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RV-007
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Re: [Release] Custom Marathon Monsters v33

Post by RV-007 »

v33 Hotfix: Turtle's Non-Sticky Acid Vapor Projectiles (Less Lag)
-Fixed Turtle to remove any changes to complement the now non-sticky acid vapor projectiles.
-Acid vapor projectiles are non-sticky (exception is player, object, + voodoo) and should make the file lag even less.
-Turtle might continue acid vapor rampage after target is out of sight.
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RV-007
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Re: [Release] Custom Marathon Monsters v33

Post by RV-007 »

v33: Hotfix (New Semi-Targeting Logic + Subtle Spider_Tank Behavior)
-No more shooting way down/up when target is beyond z-height A_CustomBulletAttack reach. link for reference
Much more logical, but more infighting for sure.
-Spider Tank can hold on fire 3/4 of the time now.
-Not much of a change, I'll admit.
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RV-007
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Re: [Release] Custom Marathon Monsters v33

Post by RV-007 »

v33: Hotfix (Flight of the Dimorph Betas [Scourges of the Skies)
-Dimorph Beta now have the ability to take flight + Melee in its duration.
-Melee attack a bit slower, but the animation is done quite nicely (this change is supposed to benefit the player [but whatevers]).
-I also want to announce that I trimmed the intermission attack states to a significant degree. Hopefully, this cuts some of the extra text + I didn't really go all out for a intermission full of visuals and audios. My lack of work in the intermission department leaves me the choice to cut the blang blang. The good news is that I get a much more organized text.
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RV-007
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Re: [Release] Custom Marathon Monsters v33

Post by RV-007 »

v33: Allies + Captives Update
I reviewed my file again, + I found some slightly major context problems!
-Custom Marathon Monsters
Fixed the 'gratified' into 'gratify' for a sentence grammar error.
Fixed -MONSTER for hostage so that ally monsters won't consider hostages as targets.
Fixed +DONTHARMCLASS for Stranded_Marine1 so that he won't kill himself w/ his own rockets.
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Re: [Release] Custom Marathon Monsters v33

Post by RV-007 »

v33: Thing_Damage for Less Lag of Sticky Flame Actors Fix
-Cultist_Torchers now are once again more human (stick flames affect them and can kill them).
-Made less lag for (near) constant use of flame scorcher (no more A_Explode's z height thrust though).

EDIT (16/10/2014):
I have added ACS so that multiple DoomPlayer player classes can all get InvulnerabilitySphere from certain items on map enter. That means multiplayer is should be damn working. Other monster combos applied.
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