Thanks "Frozenwolf150" but I was very busy all semestre by study I'll be back very soon to developing Prodoomer version 3, with respect to grammar is helping me "SallazarSpellcaster", on the other hand I was fixing some bugs that you reportedFrozenwolf150 wrote:BTW I meant to ask the mod author, although I don't know if he comes on here anymore. Do you want a proofreader? I'm a writer and editor, and I'd be willing to help edit the dialogue text and narration for this mod. I've noticed that the grammar is formatted like Spanish instead of English (i.e. with adjectives coming after the noun instead of before) but this should be simple enough to fix. I'm actually studying Spanish myself (and I'm quite terrible at it) so maybe we could help each other out.
[RELEASE] Prodoomer V3.1 + Historical Prototypes (2012-2013)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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PsychoSilverTH
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Re: [RELEASED] Prodoomer V2 [GZDooM]
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Valherran
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Re: [RELEASED] Prodoomer V2 [GZDooM]
Nice to see you back, hope to see V3 in the future!
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Frozenwolf150
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Re: [RELEASED] Prodoomer V2 [GZDooM]
In that case, I would like to post my notes on one of the Doom wikias. Would that be okay?
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DoomKrakken
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Re: [RELEASED] Prodoomer V2 [GZDooM]
It'd be nice to have some ACS Source Files in the next update... 
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PsychoSilverTH
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Re: [RELEASED] Prodoomer V2 [GZDooM]
Of course, that'd be greatFrozenwolf150 wrote:In that case, I would like to post my notes on one of the Doom wikias. Would that be okay?
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Silentdarkness12
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Re: [RELEASED] Prodoomer V2 [GZDooM]
I can't seem to figure out MAP02.
Hopelessly lost, furious and frustrated after about half an hour wandering in circles.
Not to mention, I have zero idea how you're supposed to get Ring 01 legitimately....
Hopelessly lost, furious and frustrated after about half an hour wandering in circles.
Not to mention, I have zero idea how you're supposed to get Ring 01 legitimately....
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Valherran
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Re: [RELEASED] Prodoomer V2 [GZDooM]
Gotta have a good sense of direction, but that is something that will hopefully be addressed in the next version.Silentdarkness12 wrote:I can't seem to figure out MAP02.
Hopelessly lost, furious and frustrated after about half an hour wandering in circles.
Not to mention, I have zero idea how you're supposed to get Ring 01 legitimately....
You are not supposed to be able to collect all of the rings as you go, the majority require you to backtrack when you have obtained certain items and/or upgrades.
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Frozenwolf150
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Re: [RELEASED] Prodoomer V2 [GZDooM]
I'll get around to putting that guide up on the Doom wikia. Or you can just go back a page or so where I posted it, provided you want to spoil the fun of finding it yourself.Silentdarkness12 wrote:I can't seem to figure out MAP02.
Hopelessly lost, furious and frustrated after about half an hour wandering in circles.
Not to mention, I have zero idea how you're supposed to get Ring 01 legitimately....
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PsychoSilverTH
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Re: [VERY SOON] Prodoomer V3 [GZDooM]
New update, check first post for details.
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Valherran
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Re: [RELEASED] Prodoomer V2 [GZDooM]
Great list of changes. I want to remind you of this post I made a while back so that stuff gets changed for the better:
Spoiler:
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PsychoSilverTH
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Re: [RELEASE] Prodoomer V3 [GZDooM 2.2.0]
Prodoomer V3 is now available!
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PsychoSilverTH
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Re: [RELEASED] Prodoomer V2 [GZDooM]
Most of your suggestions are already in the mod. Some would be a hassle to code, but I hope the changes I made make the mod a more enjoyable one.Valherran wrote:Great list of changes. I want to remind you of this post I made a while back so that stuff gets changed for the better:
Spoiler:
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Valherran
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Re: [RELEASE] Prodoomer V3 [GZDooM 2.2.0]
That was fast! Quick question, does this work with the latest dev builds of GZDoom? Or do we need to use 2.2.0 version?PsychoSilverTH wrote:Prodoomer V3 is now available!
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Valherran
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Re: [RELEASE] Prodoomer V3 [GZDooM 2.2.0]
OK, I loaded this up on the 2.2.0, and it has a major problem. The starting event with Commander Raynor is broken, as soon as the Cyberdemon comes to kill him, you gain control of him instead of watching them fight. This causes you to die, and then the cycle repeats. I went ahead and skipped to map01, and the first thing I noticed is that I could not move at all unless I opened up a sub menu within the game, then it allowed me to move. Plus the HUD is missing completely, I couldn't get it to appear no matter what I try. You might wanna hotfix that as soon as you can.
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PsychoSilverTH
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Re: [RELEASE] Prodoomer V3 [GZDooM 2.2.0]
That's intentional. You can control Raynor during the first event, he has a rocket launcher and an automatic shotgun.Valherran wrote:OK, I loaded this up on the 2.2.0, and it has a major problem. The starting event with Commander Raynor is broken, as soon as the Cyberdemon comes to kill him, you gain control of him instead of watching them fight. This causes you to die, and then the cycle repeats. I went ahead and skipped to map01, and the first thing I noticed is that I could not move at all unless I opened up a sub menu within the game, then it allowed me to move. Plus the HUD is missing completely, I couldn't get it to appear no matter what I try. You might wanna hotfix that as soon as you can.
When you kill the cyberdemon, leave the keyboard alone
There is indeed a bug in that sequence, caused by morphactor and unmorphactor, you can read how to prevent it on the "BEFORE YOU PLAY" Section.