[spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
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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.
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: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
Are you going to continue work on this at all? Or is this all?
Will you possibly be making other boss monsters and their attacks?
Will you possibly be making other boss monsters and their attacks?
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
Not sure if I'm doing this right, because I'm new around here, but after installing ZDoom for Doom 2 and attempting to run ZDoom and this mod through ZDL, I get his error: "Script error, "sans1.352(1).wad:DECORATE" line 295: Invalid state parameter a_damageself" I tried reinstalling Doom 2, the sans.wad and ZDoom several times. I then tried GZDoom, and got the same results. After googling for a while, nothing came up. Any ideas?
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
I still have no Idea if this is how I'm supposed to reply to people or what, but yeah, that worked. Sorry for the trouble.wildweasel wrote:You may need a development build of GZDoom.
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
Now, I won't make bones over this mod, it seems pretty humerus to play as sans instead of chara. Sorry my review was too skeletal and bare-boned, though.
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
EddieMann wrote:Now, I won't make bones over this mod, it seems pretty humerus to play as sans instead of chara. Sorry my review was too skeletal and bare-boned, though.
Spoiler:
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
bonerous puns intensifies.
EDIT: also cheers for putting my addon thread's link at your thread's first page!
EDIT: also cheers for putting my addon thread's link at your thread's first page!
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
Yeah, your addon is basically a must-have to play with the mod, thanks for it!Captain J wrote:bonerous puns intensifies.
EDIT: also cheers for putting my addon thread's link at your thread's first page!
I still think that the HUD must be fixed, all gameplay videos about Sans mod that I see have the health and bones in the middle of the screen, no matter which version of Gzdoom I use.
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
Maybe this should be edited for it to work with Mega Man 8 Bit Deathmatch, if it doesn't already work with it?
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
welcome to the forum and if someone can working on it, i would be darned!
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
Wish this would work with Zandro T - T
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
heh. have you thought about changing the font to all lower-caps comic sans yet?
aside from that, does anyone feel the gaster blasters can be a bit... hard to aim at where you want to? i mean, i've had it fire at enemies that weren't in my line of sight, but hiding behind a wall. maybe it could be a bit less finicky to use? (this was with playing Goodtimesans with this mod too, so.)
lizardcommando's texture replacement-mod seems to fit the aesthetic of this mod, as well.
aside from that, does anyone feel the gaster blasters can be a bit... hard to aim at where you want to? i mean, i've had it fire at enemies that weren't in my line of sight, but hiding behind a wall. maybe it could be a bit less finicky to use? (this was with playing Goodtimesans with this mod too, so.)
lizardcommando's texture replacement-mod seems to fit the aesthetic of this mod, as well.
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
Your patience will be rewarded. Zandronum has plans for catching up to GZDoom's latest github soon, after they finish up with v3 or whichever they're working on now. It won't be too much longer before it starts up.Hekmatyar wrote:Wish this would work with Zandro T - T
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
since it was posted in the other thread, there's this rotation of Sans lying around.
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
I don't see where I can use this. The mod is not planned to work on multiplayer.Viscra Maelstrom wrote:since it was posted in the other thread, there's this rotation of Sans lying around.