xDFx IRONWING wrote:You say this needs version 1.03? Well I can't find that anywhere, and if I try to load version 1.07, which is the currently released one, this doesn't work. And yes, I loaded Take II after TUTNT.pk3. It still didn't work. I checked my GZdoom version and thats up to snuff as well.
So where can we get version 1.03?
Actually, it was a mistake in my post, because the file that is needed indeed, is the 1.07, as the readme says:
The readme wrote:Other files required : Imperative to have TUTNT.pk3 (v1.07)
rsl wrote:DBThanatos wrote:
@rsl: Thanks a lot. Actually, I used the one in "Parallel Forces", but I edited it quite a bit to make it less jumpy. I gotta say this is the longest I've invested in sprite editing
You're welcome! I'm glad you found it worth the inclusion.

By the way, I should probably have pointed this out before, but the original minigun sprites are from a ZDaemon-specific weapons modification by Shinobi, so you might want to include him in the credits.

Find his original mod here:
https://sites.google.com/site/shinobicl/.
Oh, and I forgot:
the final result is great! 
Guess I'll be another one who will replay the whole TUTNT soon...

Ah! that's some useful information. I will add him in the credits.
insightguy wrote:May I ask if you can smooth the fist, glove it and right hand it.
Use the Beautiful doom fist or find another one. there are tons

Actually, the graphics are there already, I just never got around adding it.
@Tormentor667: Thanks. However, the issue of the duplicated actors is expected and also mentioned on the readme
The readme wrote:Known Bugs : None yet. Just 3 warnings regarding duplicate actors.
The reason behind that, is that I wasnt sure how much the mod depended on those 3 classes, so I didnt want to risk breaking anything by adding new player classes that start with the enhanced weapons; instead, I used the same actor names to ensure maximum compatibility at the cost of 3 warning messages.