GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Goregrinder » Sat Mar 09, 2019 6:50 am

I really love this mod and i'm sad i didnt get around to it sooner

i love all the personality and quality in the new sprites and the animations, and the gameplay is fantastic. it's like golden axe meets demonsteele, but i think i like this a bit better than demonsteele. it's impressive that the two characters play very differently but both are great fun. I'm looking forward to seeing what the new guy is like.
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Bobby » Mon Apr 08, 2019 8:21 pm

Can you release the songs in Blaz's soundtrack as a seperate mod please? Great mod by the way!
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Combine_Kegan » Tue Apr 09, 2019 9:58 am

Bobby wrote:Can you release the songs in Blaz's soundtrack as a seperate mod please? Great mod by the way!

I'm pretty sure a fair chunk of Blaz's songs are featured in the SNES jukebox, as seen here:

viewtopic.php?f=46&t=49073

This would offer you way more variety too, seeing as all of the songs I've picked are mainly focused to fit for Blaz specifically. Glad you like the mod though, I look forward to getting this update out for you all.
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby toppingtart » Tue Apr 09, 2019 4:28 pm

can we get a version of the mod that keeps the vanilladoom enemies?
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Someone64 » Wed Apr 10, 2019 1:49 am

I'd just like to report that Dead Simple (map07 of Doom 2) doesn't work properly. Killing the arachnotron replacements doesn't trigger the middle platform to lower properly.
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Someone64 » Thu Apr 11, 2019 8:59 am

Another bug report: if you fire the Morningstar then trigger rage while it's cocking, this will happen (on GZDoom 4.0.0)

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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Combine_Kegan » Sat Apr 13, 2019 8:35 am

Someone64 wrote:I'd just like to report that Dead Simple (map07 of Doom 2) doesn't work properly. Killing the arachnotron replacements doesn't trigger the middle platform to lower properly.

Very odd. What character were you playing as, and what did you use to kill them?

Someone64 wrote:Another bug report: if you fire the Morningstar then trigger rage while it's cocking, this will happen (on GZDoom 4.0.0)

This bug was actually the result of how the berserk rune works, this is something I've addressed for the upcoming update, so no worries there.
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby AvzinElkein » Sat Apr 13, 2019 8:39 am

Will GMOTA remain DOOM-only?
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Combine_Kegan » Sun Apr 14, 2019 2:39 am

AvzinElkein wrote:Will GMOTA remain DOOM-only?

I'm afraid so, after a lot of consideration I've felt like it's not worth the time grappling with Heretic and Hexen for the sake of compatibility.
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby thedeathrunner123 » Sat Jun 22, 2019 2:07 pm

Does anyone know of a way that I could code out the Sunders overheat cooldown stage? I wanna do a "Sunder Zerk" only run for shits n gigs.
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Combine_Kegan » Sat Jun 22, 2019 8:15 pm

thedeathrunner123 wrote:Does anyone know of a way that I could code out the Sunders overheat cooldown stage? I wanna do a "Sunder Zerk" only run for shits n gigs.

In the Sunder's sawpunch actor xdeath state, look for this line

Code: Select allExpand view
      TNT1 A 0 A_giveinventory ("overheat", 600, AAPTR_TARGET)   


And comment that out with a //, that should make it so you can punch shit with the Sunder for free.

Also I apologize for the silence, I'm still working on this update and waiting on the last bit of sprites I need for Kustam and a few monsters.
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby thedeathrunner123 » Sat Jun 22, 2019 8:54 pm

Combine_Kegan wrote:
thedeathrunner123 wrote:Does anyone know of a way that I could code out the Sunders overheat cooldown stage? I wanna do a "Sunder Zerk" only run for shits n gigs.

In the Sunder's sawpunch actor xdeath state, look for this line

Code: Select allExpand view
      TNT1 A 0 A_giveinventory ("overheat", 600, AAPTR_TARGET)   


And comment that out with a //, that should make it so you can punch shit with the Sunder for free.

Also I apologize for the silence, I'm still working on this update and waiting on the last bit of sprites I need for Kustam and a few monsters.


Thanks bro. RAMPAGE TME.
Edit: put on sv_unlimitedpickup and set each sunder hit to give 100 zerk energy and I now have INFINITE RAGE! :twisted: Also My game will often crash to console when activating the INFINITE RAGE! :twisted: This happens not just with the sunder thou it does it with almost every weapon. I only got it to work after standing still and activating it.
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Combine_Kegan » Sun Jun 23, 2019 1:23 am

Yeah the rage crash is happening with newer versions of GZdoom due to how activating it takes your weapons away, it's been fixed in v1.3, that'll be coming in due time.
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Bobby » Sat Jul 13, 2019 3:05 pm

Bug: Hell knight death sprites don't show the helmet or other gear.
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby thedeathrunner123 » Sat Jul 13, 2019 11:42 pm

Bobby wrote:Bug: Hell knight death sprites don't show the helmet or other gear.

I dont think thats a bug, considering it breaks and falls off after they start collapsing.
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