LegenDoom [2.8.3] - LDL [4.2]

Projects that alter game functions but do not include new maps belong here.
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wildweasel
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Re: LegenDoom [1.0]

Post by wildweasel »

Oh man it's out. Now I know what I'm doing with my day.

(Even though I was one of your playtesters before and could have played it whenever I wanted. *cough*)
KILLER2
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Re: LegenDoom [1.0]

Post by KILLER2 »

Oh yeah! Let's get mooooooooooving!
FaggoStorm
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Re: LegenDoom [1.0]

Post by FaggoStorm »

I fixed the error! I downloaded and tried the mod with the most recent dev builds and it worked!

This mod is AMAZING! I never had so much fun with a Doom mod <3
gerolf
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Re: LegenDoom [1.0]

Post by gerolf »

Definitely checking this out, it looks like a lot of fun!
Nevander
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Re: LegenDoom [1.0]

Post by Nevander »

Doesn't work with GZDoom 2.0.5 :cry:

I don't like to update my version just for a mod... especially since the version I have works just fine. Is there a reason why new mods always have a need to use developmental features? It's really irritating as an end user.
gerolf
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Re: LegenDoom [1.0]

Post by gerolf »

Why wouldn't you update your version? It fixes bugs and adds new features for designers.
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Ryan Cordell
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Re: LegenDoom [1.0]

Post by Ryan Cordell »

Nevander wrote:Doesn't work with GZDoom 2.0.5 :cry:

I don't like to update my version just for a mod... especially since the version I have works just fine. Is there a reason why new mods always have a need to use developmental features? It's really irritating as an end user.
Because it uses newer features that make things possible or more convenient for the modder.
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Ribo Zurai
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Re: LegenDoom [1.0]

Post by Ribo Zurai »

Ohhh nice. Tonight I'm gonna try a run on Sunder.
Spoiler:
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iSpook
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Re: LegenDoom [1.0]

Post by iSpook »

gerolf wrote:Why wouldn't you update your version? It fixes bugs and adds new features for designers.
Because I've heard the newer developer versions of Zdoom/GZdoom have been horrible broken and/or have been made out of Explodium.
KILLER2
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Re: LegenDoom [1.0]

Post by KILLER2 »

Umm I found an infinite ammo chaingun that does less damage. How do I swap it for a normal chaingun?
EDIT:Figured it out. For anyone interested holding altfire drops weapons.
Speaking of which, I have a suggestion. Dropping a higher rarity weapon should always give you a default rarity weapon in your inventory IMO.
Last edited by KILLER2 on Fri Mar 11, 2016 2:32 pm, edited 1 time in total.
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Hege Cactus
 
 
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Re: LegenDoom [1.0]

Post by Hege Cactus »

The amount of fun I've had with this mod so far is starting to get really hard to measure

Impossible rocket launcher is the greatest thing to get early game.
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Marrub
 
 
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Re: LegenDoom [1.0]

Post by Marrub »

KILLER2 wrote:Umm I found an infinite ammo chaingun that does less damage. How do I swap it for a normal chaingun?
EDIT:Figured it out. For anyone interested holding altfire drops weapons.
Speaking of which, I have a suggestion. Dropping a higher rarity weapon should always give you a default rarity weapon in your inventory IMO.
The original post says this in Big, BOLD TEXT.
To drop a gun, so you can pick up a different Legendary weapon or whatever, hold down AltFire.
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edward850
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Re: LegenDoom [1.0]

Post by edward850 »

FaggoStorm wrote:The mod doesnt work. It says this when I try to play it:

"Script error, "LegenDoom_1.0.wad:DECORATE" line 233:
Invalid state parameter a_spawnparticle"
Whatever build of ZDoom you were using is, it was far older than the stable release. A_SpawnParticle was added in 2.8.0.
Nevander wrote:Doesn't work with GZDoom 2.0.5 :cry:
That's also not even the latest stable release of GZDoom.
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comet1337
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Re: LegenDoom [1.0]

Post by comet1337 »

hypnoSSG best

archvile buddy also best
resurrects people to be your buddies too
KILLER2
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Re: LegenDoom [1.0]

Post by KILLER2 »

What does funkygnoll mode mean? I couldn't find any difference.
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