[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 1.35 - MEGALOBLOOK Update)
New update allow me to make enemies get dunked on while napstablook is following me?
This is the best mod (I am not lying, this is the most fun I've ever had in a doom mod) I have ever played.
This is the best mod (I am not lying, this is the most fun I've ever had in a doom mod) I have ever played.
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Re: [spooky] sans. (Version 1.2 - MEGALOVANIA Update)
a undertale character by toby fox, he has a twisting strength like this mod have.TheBadHustlex wrote:What is a sans?
EDIT: my addon is all finished, now waiting for original author; ribo's permission!
DABLE-EDIT: addon posted, check it out at the project corner at the discussion!
Last edited by Captain J on Thu Nov 05, 2015 4:48 am, edited 2 times in total.
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Re: [spooky] sans. (Version 1.35 - MEGALOBLOOK Update)
This mod is great, though the HUD doesn't seem to want to size right for me.
Also, idea: For a slot 1/melee weapon, have sans' handheld whoopee cushion.
Also, idea: For a slot 1/melee weapon, have sans' handheld whoopee cushion.
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Re: [spooky] sans. (Version 1.35 - MEGALOBLOOK Update)
For some reason no music at all is playing, and if I go into the console and changemus a song on, as soon as I close it the music stops.
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Re: [spooky] sans. (Version 1.35 - MEGALOBLOOK Update)
You must activate the Stretch HUD on Full Screen option.Big C wrote:This mod is great, though the HUD doesn't seem to want to size right for me.
That's weird, it was working for me when I uploaded. I will check later when I get home.Jaxxoon R wrote:For some reason no music at all is playing, and if I go into the console and changemus a song on, as soon as I close it the music stops.
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Re: [spooky] sans. (Version 1.35 - MEGALOBLOOK Update)
Okay, so. This mod's pretty freakin' amazing. However, for me, the HUD isn't working. The custom HUD, that is. Instead, it's the standard DOOM HUD, but with Sans's face in the middle. Running v1.35 in the latest devbuild of ZDoom on Windows 7 with The Ultimate DOOM's doom.wad from the Steam version. When the mod loads up I do see 3 red bits of text, but it starts quickly enough that I couldn't get a look at them. Any idea what's going on? I can try and print screen the presumed 'error' texts, but it'd be tricky. Beyond that I've told you all I can.
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Re: [spooky] sans. (Version 1.35 - MEGALOBLOOK Update)
Found a bug on the latest version: when you grab an invulnerabilitysphere, instead of playing Megalovania, it plays the map song again.
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Re: [spooky] sans. (Version 1.351 - MEGALOBLOOK Update)
Love the new update, seriously, you are doing an amazing work!
Are there plans for new CVARs? These options have a good potential with the Undertale's world
Are there plans for new CVARs? These options have a good potential with the Undertale's world
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Re: [spooky] sans. (Version 1.351 - MEGALOBLOOK Update)
Not sure. The code is getting pretty crazy, and I'm recently lacking interest or motivation. Maybe later I will think about it.Exeor wrote:Love the new update, seriously, you are doing an amazing work!
Are there plans for new CVARs? These options have a good potential with the Undertale's world
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Re: [spooky] sans. (Version 1.351 - MEGALOBLOOK Update)
Just wanna say, I made an account just to say this mod's amazing. Keep up the great work!
Also, I dunno how to activate the custom HUD the wad uses. Any tips?
Also, I dunno how to activate the custom HUD the wad uses. Any tips?
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Re: [spooky] sans. (Version 1.351 - MEGALOBLOOK Update)
Wow, this mod is freakin' awesome ^_^ Only...uh...there's a slight problem.
Pretty sure the HUD isn't supposed to look like this
I tried running it in both the latest dev version of ZDoom and the latest version of GZDoom, fiddled with the HUD options, turned on fullscreen HUD stretching, etc etc, no results. :/
Pretty sure the HUD isn't supposed to look like this
I tried running it in both the latest dev version of ZDoom and the latest version of GZDoom, fiddled with the HUD options, turned on fullscreen HUD stretching, etc etc, no results. :/
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Re: [spooky] sans. (Version 1.351 - MEGALOBLOOK Update)
Hit =/- once. You're using the 3rd from the last hud selection and it's on the second to last, or so I think.
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Re: [spooky] sans. (Version 1.351 - MEGALOBLOOK Update)
Hybrinoid wrote: I tried running it in both the latest dev version of ZDoom and the latest version of GZDoom, fiddled with the HUD options, turned on fullscreen HUD stretching, etc etc, no results. :/
^ Listen to that guy ^Cryomundus wrote:Hit =/- once. You're using the 3rd from the last hud selection and it's on the second to last, or so I think.
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Re: [spooky] sans. (Version 1.351 - MEGALOBLOOK Update)
=/-? Sorry, I'm pretty new at this. I'd assume it's either the = key or the - key, but I'd rather be sure...