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Minigun issue The Mechsuit bleeds when you are in or out of it
Seconded. I found myself using the Minigun & H-V Gun a lot more, because the Swarm Rockets feel much more of a situational weapon than the Shotgun they replace. Unless you've got dense packs of enemies in front of you, or enemies that are taller/wider, chances are a bunch of the rockets won't hit a target.Pink Silver wrote:Okay, the weapons are way too weak. I suggest making their damage 2x what it is now, and reduce the ammo given by half. This makes the balance pretty much perfect. Keep in mind the stock IWADs give you a lot more ammo than you should ever need.
What resolution do you play at? It doesn't happen to me, but it's possible that there's a rounding error causing this, in which case a pixel-shift is needed.Project_Hellbane wrote:The dual chainguns need to be moved down one pixel
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OS: Windows XP (NT 5.1) Build 2600 Service Pack 2 M_LoadDefaults: Load system defaults. Gameinfo scan took 1 ms W_Init: Init WADfiles. adding D:/SVN/zdoom.pk3, 547 lumps adding D:/SVN/doom2.wad, 2919 lumps adding D:/SVN/xa-necro.wad, 662 lumps I_Init: Setting up machine state. CPU Speed: 1862 MHz CPU Vendor ID: GenuineIntel Name: Intel(R) Pentium(R) Dual CPU T2390 @ 1.86GHz Family 6, Model 15, Stepping 13 Features: MMX SSE SSE2 SSE3 SSSE3 I_InitSound: Initializing FMOD FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009. Loaded FMOD version 4.26.36 V_Init: allocate screen. S_Init: Setting up sound. ST_Init: Init startup screen. Checking cmd-line parameters... G_ParseMapInfo: Load map definitions. S_InitData: Load sound definitions. Texman.Init: Init texture manager. ParseTeamInfo: Load team definitions. LoadActors: Load actor definitions. Execution could not continue. Script error, "xa-necro.wad:DECORATE" line 1269: "inventory.forbiddento" is an unknown actor property