Immoral Conduct: Decorate Edition [UPDATE: 8-1-2019]
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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.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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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Jblade
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Re: [UPDATE] Immoral Conduct
Been playing with this, it's pretty much a perfect replica of the original - it's a shame the screenshake can't be recreated though, it was one of the definitive parts of the original that gave the guns some real punch to me. I would of thought that a replica of the feature would of been added to Zdoom by now due to the amount of weapon mods around. Still though, even now playing again with ICD shows it hasn't aged at all (Excluding some graphics and stuff) It's definitely not suited to large slaughter-style wads though, but that's not a issue really. It's good to play a mod that balances itself towards the original game rather than trying to cover a wide swathe of gameplay styles.
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Snarboo
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Re: [UPDATE] Immoral Conduct
Yeah, both ICD-SE and Don's Challenge work pretty well with some minor errors, such as the secondary modes on some guns not working properly until you pickup more ammo for them.Kinsie wrote:I haven't tried ICD-SE, but Don's Challenge E1 Demo (another, similarly heavy gameplay mod by the same developer) runs perfectly fine in 3DGE as-is without any editing or remastering required.
It should be said that this isn't meant as a replacement for or enhancement of the original mod, but more as a direct port to ZDoom! There are some things that are giving me issues, however, such as the 40mm grenades: in EDGE, they explode when hitting any solid actor, but that behavior is hard to replicate in ZDoom for whatever reason.
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wildweasel
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Re: [UPDATE] Immoral Conduct
Would un-setting BOUNCEONACTORS replicate this behavior at all?Snarboo wrote:in EDGE, they explode when hitting any solid actor, but that behavior is hard to replicate in ZDoom for whatever reason.
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Snarboo
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Re: [UPDATE] Immoral Conduct
Both "bounce on actors" flags are unset, and I've even tried using the crash state, but for whatever reason, it will not enter it on some solid actors.
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-Ghost-
- Posts: 1800
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Re: [UPDATE] Immoral Conduct
I noticed that the grenade launcher appears to have the pump shotgun icon in the lower right by its ammo count when I have it out. Haven't really noticed any major bugs otherwise, but I'll keep an eye out as I play through the Brutalized Episode 3.
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Hellser
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Re: [UPDATE] Immoral Conduct
Ah, yeah. I tend to copy/paste a lot of the code. That can easily be changed.
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johnny
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Re: [UPDATE] Immoral Conduct
I don't know if this will be any help, but here's a project I never finished from 2010ish that's kind of a cross between ICD/DC1. It's not exact and some of the code is awfully hacky, but if you can take anything from it, please do.
https://mega.co.nz/#!9glzlbAb!lZs7-dHo0 ... QWaaLD86bU
https://mega.co.nz/#!9glzlbAb!lZs7-dHo0 ... QWaaLD86bU
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Crudux Cruo
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Re: [UPDATE] Immoral Conduct
Wow, this is really cool! I would love to work on a DCDEMO conversion, if anyone else was interested. there's some interesting stuff in this modded version, and DC Demo is absolutely one of the coolest mods ever. For sure, if someone starts a github project i'd be happy to contribute.johnny wrote:I don't know if this will be any help, but here's a project I never finished from 2010ish that's kind of a cross between ICD/DC1. It's not exact and some of the code is awfully hacky, but if you can take anything from it, please do.
https://mega.co.nz/#!9glzlbAb!lZs7-dHo0 ... QWaaLD86bU
Oh btw, how're those monsters and marines working out for you weasel? do you need any help?
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wildweasel
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Re: [UPDATE] Immoral Conduct
I've been holding off on doing the monsters for now because I'm approaching Finals Week and need to not distract myself too much.
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Crudux Cruo
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Re: [UPDATE] Immoral Conduct
Gotcha. Good luck on that, that shit's stressful. I was toying around with working on the sentry/robot weapon, ill post any news here if i have anything new.
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Snarboo
- Posts: 2599
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Re: [UPDATE] Immoral Conduct
Yeah, things have been busy for me too. Hoping to get more work in during the holiday break. :p
I have a quick question for everyone: once all the weapons and their respective pickups are implemented, should we release a "stable" build? While the monsters aren't completely finished, the weapons are really the biggest part of ICD, and it seems fair to have an official v1 release ready for when those are finished.
I have a quick question for everyone: once all the weapons and their respective pickups are implemented, should we release a "stable" build? While the monsters aren't completely finished, the weapons are really the biggest part of ICD, and it seems fair to have an official v1 release ready for when those are finished.
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HavoX
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Re: [UPDATE] Immoral Conduct
I'm for it...
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Crudux Cruo
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Re: [UPDATE] Immoral Conduct
technically speaking it would not be complete, on those grounds no. the mod really is defined by its monsters.
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TheMightyHeracross
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Re: [UPDATE] Immoral Conduct
I cannot select the sawn-off shotgun through slot 3. Is this a bug? (The Duke shotgun is fine).
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wildweasel
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Re: [UPDATE] Immoral Conduct
The sawn-off is in Slot 7, with all the other monster-dropped weapons.TheMightyHeracross wrote:I cannot select the sawn-off shotgun through slot 3. Is this a bug? (The Duke shotgun is fine).