[spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

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phantombeta
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by phantombeta »

Ribo Zurai wrote:
Viscra Maelstrom wrote:since it was posted in the other thread, there's this rotation of Sans lying around.
I don't see where I can use this. The mod is not planned to work on multiplayer.
Ummmm... Pretty sure you should have player sprites in this. Chasecam, mirrors, reflective planes, cameras, etc. exist...
Ribo Zurai
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by Ribo Zurai »

There are just standing frames anyways. I'd need far more sprites than that.
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Viscra Maelstrom
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by Viscra Maelstrom »

maybe CJ'll whip something up for his addon, then.

on a different note, there's a typo when you exhaust yourself: "You're too exausted." should be "exhausted."
Ribo Zurai
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by Ribo Zurai »

Yeah, I will try to fix it when my computer is fixed.
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Silentdarkness12
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by Silentdarkness12 »

I've never actually played Undertale before(pls don't spam me asking me to play it), but this looks cool enough for me to actually try.

EDIT: Not dissapointed. This mod is a blast to play.
suctioncuphitler
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by suctioncuphitler »

how do you get the custom hud to work with this mod?
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Silentdarkness12
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by Silentdarkness12 »

suctioncuphitler wrote:how do you get the custom hud to work with this mod?
What do you mean? It ought to work right out of the box, so to speak.
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by suctioncuphitler »

Silentdarkness12 wrote:
suctioncuphitler wrote:how do you get the custom hud to work with this mod?
What do you mean? It ought to work right out of the box, so to speak.
It just looks like the normal doom hud
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Viscra Maelstrom
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by Viscra Maelstrom »

suctioncuphitler wrote:It just looks like the normal doom hud
try pressing the key to the left of backspace.
Failure
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by Failure »

le epik meem modz xdddddXddDDDDDDD
suctioncuphitler
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by suctioncuphitler »

Viscra Maelstrom wrote:
suctioncuphitler wrote:It just looks like the normal doom hud
try pressing the key to the left of backspace.
i tried that but it just looked like the normal doom stuff with no modifications whatsoever
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Xane123
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by Xane123 »

Does the console command sizeup do anything? Normally, that's what = does.
suctioncuphitler
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by suctioncuphitler »

Xane123 wrote:Does the console command sizeup do anything? Normally, that's what = does.
The mod works on my laptop with a nvidia gpu but on my desktop with an ati gpu the visuals don't change
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Silentdarkness12
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by Silentdarkness12 »

This mod works great with OMG Monsters. Someone would just have to edit it to remove the default Doom ammos again...
mumblemumble
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Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

Post by mumblemumble »

Love this mod, the stamina idea makes gameplay very interesting, making sans both stupidly powerful, yet fragile if used wrong.

Though one thought : could his timestop have an alt which charges up, to then stop time for longer after released, based on how much you charged? Currently its just more of a super dodge, as you can only get 1 or 2 attacks in before the time stop wears out.

Also, any way for his aoe bone attack to not go through walls? Kinda breaks many maps, even ending a few maps with hidden romero crushers as exits uppruptly. Wouldn't mind it still going around corners, but currently its so easy to cheese with it, clearing maps before even seeing an enemy.

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