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Osiris Patch
Posted: Mon Aug 11, 2008 3:40 am
by CaptainToenail
This is a patch for one of my favourite TCs Osiris that fixes 2 bugs that now allow it to be played online, first of all I fixed a bug that would cause monsters to keep dropping ammo forever when gibbed until the game locked up, and a dodgy door in map06 that would trap players in the start room
Download patch:
http://www.zshare.net/download/16855405f97842cf/
Download Osiris:
http://www.doomworld.com/idgames/index.php?id=6711
Re: Osiris Patch
Posted: Mon Aug 11, 2008 3:52 am
by Cutmanmike
I think I remember this WAD, very Egyptian and had stargate stuff in it? It was cool.
Nice to see people making "fix" patches for older wads like this. I did a few for other old wads I like. Maybe I'll make a collection of them on my page.
Re: Osiris Patch
Posted: Mon Aug 11, 2008 1:28 pm
by Graf Zahl
Hm... The memories.
The last time this ammo bug came up it ultimately caused the addition of my first DECORATE code...
http://forum.zdoom.org/viewtopic.php?f= ... s&start=30
Re: Osiris Patch
Posted: Mon Aug 11, 2008 1:58 pm
by Gez
Amusing thread.
Graf Zahl wrote:(The one thing I'd like to see most is to be able to place Heretic/Hexen stuff directly in a Doom map without the need for scripts and SpawnSpot.)
Heh, that was one half my rational for making the custom spawner things, so as to have a way to place in the editor an actor from a game in another (just passing through the medium of a custom actor that drops it). I know it was simpler to just do things like "actor HereticImpInDoom : HereticImp" but then it breaks other things, such as the dynamic light definitions which aren't inherited.

Re: Osiris Patch
Posted: Mon Aug 11, 2008 2:02 pm
by Nash
I read through that thread. It does bring back a lot of memories and it just smacked me in the face how far DECORATE has come along... I mean, Graf, it's just amazing now that I realize how much of the current DECORATE features available to us modders today are the result of your hard work.
Also, that thread made me realize that by next year, it'll be 10 years of waiting for DoomScript... *sigh*