Grenades: we have already implemented a new way of dealing with this, precisely to avoid picking up a grenade type you didnt want.

Well, it sure helps that you are testing this in software mode. Any issues you find are very valuable infotsukiyomaru0 wrote:Heh, all hail my lack of a graphics card!![]()
If you need a hand in something else, lemme know.
Heheh. Like I tell everyone that ask about release date: It will be announced as soon as possible. "Soon" being they keyword while still being vague enoughXtor98 wrote:All the last three teasers looks pretty promising.
And beautiful
Is it possible to release the mod this month ?
I understand this issue, but in reality, "fixing" it is gonna mess up the look of the weapons for a lot of people, me included, because I dont play with the vertical stretching myself. If anything, perhaps as an optional package if it's "easily" doable, but I can make no promises about it. Our hands are quite full at the moment.Atendega wrote:So, is there any chance of you fixing the vertical stretch on all the weapons and items? None of the Doom 4 mods I've played seem to compensate for the fact that Necronnixis's sprites (and, by extension, these newer edits) aren't designed with Doom's vertical stretching in mind.
I can fix it calling that frame, but I dont understand what the real issue is. Do you have a link for this mapset so I can test it and figure out why it's doing that? perhaps there's more instances of weird stuff happening there.tsukiyomaru0 wrote:PLAY A entries in Pinata and Ammo needs to be replaced. It can create weird issues with things like D64 map pack (where you trigger spawners in the first map and one of the spawners stays behind as a ghost of player)
Sgt Jack V wrote:I've noticed a sound bug. If you berserk punch with the fists, it makes the berserk punch sound, but not with the quick punch.