Demonizer engine mod [V2 Fixed!]

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Axel
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Re: Demonizer engine mod [V2 Released!]

Post by Axel »

I'm using the latest version of GZDoom (1.0.30), you could try that.
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MG_Man
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Re: Demonizer engine mod [V2 Released!]

Post by MG_Man »

Nope.
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Matt
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Re: Demonizer engine mod [V2 Released!]

Post by Matt »

I'm getting the same thing... can you re-upload the working version you've got? Might've been corrupted.
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Axel
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Re: Demonizer engine mod [V2 Released!]

Post by Axel »

How odd, the map works fine for me when i run gzdoom from within slade, but when i run it via the command line it throws up this error.
You can colour me confused, i'll see what i can do to fix it
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Project Shadowcat
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Re: Demonizer engine mod [completed]

Post by Project Shadowcat »

Captain Ventris wrote:Partial Invisibility is pretty useless.
Oh no! I remember coming across this in Doom II... Let me file that one.
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Captain Ventris
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Re: Demonizer engine mod [completed]

Post by Captain Ventris »

Project Dark Fox wrote:
Captain Ventris wrote:Partial Invisibility is pretty useless.
Oh no! I remember coming across this in Doom II... Let me file that one.
I've heard it slightly decreases the chance you'll get hit or something, but... really. That's useless.
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Tenement Funster
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Re: Demonizer engine mod [completed]

Post by Tenement Funster »

Captain Ventris wrote:
Project Dark Fox wrote:
Captain Ventris wrote:Partial Invisibility is pretty useless.
Oh no! I remember coming across this in Doom II... Let me file that one.
I've heard it slightly decreases the chance you'll get hit or something, but... really. That's useless.
It just throws off the enemy's aim. Great for hitscan, total shit for projectiles.
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Captain Ventris
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Re: Demonizer engine mod [completed]

Post by Captain Ventris »

Tenement Funster wrote:
Captain Ventris wrote:
Project Dark Fox wrote:Oh no! I remember coming across this in Doom II... Let me file that one.
I've heard it slightly decreases the chance you'll get hit or something, but... really. That's useless.
It just throws off the enemy's aim. Great for hitscan, total shit for projectiles.
And most everything is projectiles. :|
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neoworm
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Re: Demonizer engine mod [V2 Released!]

Post by neoworm »

Partial invisibility makes enemies aim unpredictable. Spiders in MAP07 always throw their plasma all around making it even harder to dodge.
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Virtue
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Re: Demonizer engine mod [V2 Released!]

Post by Virtue »

and going up against a cyber with it is even worse! its easier without it
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Enjay
 
 
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Re: Demonizer engine mod [V2 Released!]

Post by Enjay »

That's always been the problem with partial invisibility. As soon as you get a bit of experience with Doom, you recognise the start of a monsters attack and automatically move to avoid it. Then the randomness of the monster's response to "finding it hard to see you" kicks in and he throws a fireball right to the position that you just dodged to. It's really only useful against hitscan enemies.
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Project Shadowcat
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Re: Demonizer engine mod [V2 Released!]

Post by Project Shadowcat »

Hehehe, perhaps monsters aren't as stupid as they seem.
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Axel
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Re: Demonizer engine mod [V2 Released!]

Post by Axel »

First off, The creeper is now fully invisible when not firing.
Secondly, didn't partial invisibility stop enemies seeing you if you moved really slowly?

New *fixed* version should be along shortly (i hope >__>)
CaptainToenail
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Re: Demonizer engine mod [V2 Released!]

Post by CaptainToenail »

I noticed in ZDoom that if you have the invisibility and you don't move too close to the monster they don't see you, but I never noticed this happening in Doom95.exe, was this added?
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Axel
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Re: Demonizer engine mod [V2 Released!]

Post by Axel »

New version added, at last. Should work fine now

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