Weasel Presents: NAZIS V2
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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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Re: Weasel Presents: NAZIS V2
Hmmm,ear the Team fortress 2 Spy's taunts give me an idea for an addon.
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Re: Weasel Presents: NAZIS V2
TITLEMAP crashes on startup of latest Git version of GZDoom on devbuilds.drdteam.org at the time of this post (g2.1.pre-1859-gb5c3ced). Used to work before. Removing gzdoom-deliciousdoritos.ini file makes TITLEMAP work for some reason.

CrashReport.zip.disappointment and gzdoom-teapot.ini

CrashReport.zip.disappointment and gzdoom-teapot.ini
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Re: Weasel Presents: NAZIS V2
I am not able to do anything with a MEGA link at the moment. Could you paste the contents of your INI file to Pastebin?
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Re: Weasel Presents: NAZIS V2
Hey Weasel i was hoping you might help me on something; how do you go about the weapon swaps in your mod? is it acs? I have a project (still a little to early to announce) i want to be able to pick up one of each type, or swap for a gun and drop everything else of the same type.
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Re: Weasel Presents: NAZIS V2
The whole swapping system is Ed the Bat's work; I don't actually know much of how it works, but I would imagine at least a little ACS is involved.Crudux Cruo wrote:Hey Weasel i was hoping you might help me on something; how do you go about the weapon swaps in your mod? is it acs? I have a project (still a little to early to announce) i want to be able to pick up one of each type, or swap for a gun and drop everything else of the same type.
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Re: Weasel Presents: NAZIS V2
Definitely a lot of ACS, supplemented with some DECORATE. But just looking inside the project is probably better than any explanation I could try to give on how it works.
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Re: Weasel Presents: NAZIS V2
Cool ill decompile the acs script and check it out, thanks
edit: hmm, this seems a great deal more complicated than i need perhaps, but i'll keep it in mind
edit: hmm, this seems a great deal more complicated than i need perhaps, but i'll keep it in mind
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Re: Weasel Presents: NAZIS V2
Okay...I don't see anything unusual in the INI or (what I can decipher of) the crash report...what happens if you run GZDoom with -noautoload? I've got a strange hunch.LolwellunTeapot wrote:gzdoom-babycockatiel.ini
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Re: Weasel Presents: NAZIS V2
Without Autoloads it runs vanilla Doom II just fine. Other than that I used a custom .pk3 file to replace TITLEMAP.wad with a dummy "zero bytes" TITLEMAP.wad that prevents the TITLEMAP map from loading. All maps Vanilla-compatible, Boom-compatible and (G)ZDoom designed (excluding TITLEMAP obviously) works with Nazis.wildweasel wrote:Okay...I don't see anything unusual in the INI or (what I can decipher of) the crash report...what happens if you run GZDoom with -noautoload? I've got a strange hunch.LolwellunTeapot wrote:gzdoom-babycockatiel.ini
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Re: Weasel Presents: NAZIS V2
The reason I ask is that I wonder if your autoloaded high-res texture pack is somehow causing conflicts with what's in the Titlemap. I'm probably off-base, though.
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Re: Weasel Presents: NAZIS V2
Even without high-res texture packs TITLEMAP crashes GZDoom.wildweasel wrote:The reason I ask is that I wonder if your autoloaded high-res texture pack is somehow causing conflicts with what's in the Titlemap. I'm probably off-base, though.
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Re: Weasel Presents: NAZIS V2
Well, I don't know then, because it worked for me the last time I played it. Maybe go report it as a ZDoom bug.
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Re: Weasel Presents: NAZIS V2
topicGraf Zahl wrote:fixed. This was caused by trying to cache the GL nodes for the titlemap. The case where no partner segs were needed was not covered.
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Re: Weasel Presents: NAZIS V2
Oh, good, turns out it wasn't my fault then. =P