Hello guys. I have a question that you have the answer to. Should I eliminate the need for two seperate pk3 files, but force the user to have compact mode, or should I just do what I am doing and keep seperate files for both IWads?
Note: Option 1 doesn't make it completely compatible with every mod ever, it merely will allow the super shotgun to not appear in doom 1 while it exists in the code.
Weapon Roulette Spinner Version 2: Smooth Doom Compatability
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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.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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: Weapon Roulette Spinner Version 2: Smooth Doom Compatabi
Would it be at all possible to make this function with another HUD mod? This is extremely nifty.
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Re: Weapon Roulette Spinner Version 2: Smooth Doom Compatabi
I want to get this feature into as many mods as possible, so yeah, I will try making it compatible with other mods. The problem however, is the fact that I need to replace weapons in order to do this, since weapons execute the script upon entering the Deselect state.
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- Operating System Version (Optional): Windows 10
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Re: Weapon Roulette Spinner Version 2: Smooth Doom Compatabi
This is pretty good. Nice work man!