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Starman the Blaziken wrote:Also wondering if it is intended at least being that with spoop spaghet making you go through monsters, you cannot telefrag with it. Which means waiting for the power to be done before telefragging something that mayyy be map design or not.
The inability to telefrag was not intended. It seems I'll have to do something about that. I'll ship a tiny hotfix update.
Edit: Okay, I shipped it. Spooky Spaghetti no longer lets you walk through monsters. Instead, it now scares monsters into running away unless they haven't noticed you yet.
Yep, congrats mate! I even consider this as a successor to Marisa's abort_m.
It just feels like this wasn't supposed to be taken seriously but tries it's best to do so, and fails.
Also, unrelated, just some codin' tips;
found a way to make player give new items to the start inventory without using playerpawn actor. from abort_m, of course.
I went to level 32 in Doom 2 for once with this mod, and I tried to see what would happen if I used the RPG weapon on a Commander Keen and it actually works. If I ether befriend it or catch it and then use the capsule from ether the floor or ceiling he does not appear at all for some reason, but is just something fun I wanted to try is all.
And P.S. Cheese balls go right through explosive barrels barrels.
Just like that I found a crasher while spam throwing Billy Bomb to then detonate him by accident instead of the alt throw, it ended up killing me with the message "Player died." (never changed my name yet in the recent GZD version) and then crashed with the message as follows:
VM execution aborted: tried to read from address zero.
Called from BombMorph.Tick at spaghetti.pk3:zscript/morphbomb.txt,
line 110
Starman the Blaziken wrote:Just like that I found a crasher while spam throwing Billy Bomb to then detonate him by accident instead of the alt throw, it ended up killing me with the message "Player died." (never changed my name yet in the recent GZD version) and then crashed with the message as follows:
VM execution aborted: tried to read from address zero.
Called from BombMorph.Tick at spaghetti.pk3:zscript/morphbomb.txt,
line 110
Thanks for pointing that out. I think I might know what caused that, and I've potentially fixed it now. I released a quick hotfix update for it.
I was playing Invasion UAC in the Invasion By Night map, and managed to get the Astolfo morph from the slot gun. Here is the odd thing, when I was submerged in the acid and then got out... The music for the morph was lower than before, and when I did something like save and then loaded there, the music was back to normal but also overlaying upon the current map's music at first I think until it fixed itself? .3.
Starman the Blaziken wrote:I was playing Invasion UAC in the Invasion By Night map, and managed to get the Astolfo morph from the slot gun. Here is the odd thing, when I was submerged in the acid and then got out... The music for the morph was lower than before, and when I did something like save and then loaded there, the music was back to normal but also overlaying upon the current map's music at first I think until it fixed itself? .3.
I think I know what caused that. I released a hotfix for it.