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Campbell wrote:Why my game couldn't draw monsters? In console it said:
LITH_XH_REVENANT AT (-944.0, 1888.0) HAS NO FRAME
LITH_XH_REVENANT AT (48.0, 1888.0) HAS NO FRAME
LITH_XH_REVENANT AT (-944.0, 1936.0) HAS NO FRAME
LITH_XH_REVENANT AT (48.0, 1936.0) HAS NO FRAME
It happened everytime I launched a new game. Can you help me out here?
What game (ie. freedoom, doom 2) are you playing with, and with what maps (if any)?
Ikazu-san wrote:I did a few dozen tests. I think The Gun might need a tiny buff in the targeting department.
Also, I hope a proper fireball spell is planned.
Indeed, I might make the main projectile target enemies even, since it's so slow it has a bit of trouble hitting things if they even move an inch.
Campbell wrote:Why my game couldn't draw monsters? In console it said:
LITH_XH_REVENANT AT (-944.0, 1888.0) HAS NO FRAME
LITH_XH_REVENANT AT (48.0, 1888.0) HAS NO FRAME
LITH_XH_REVENANT AT (-944.0, 1936.0) HAS NO FRAME
LITH_XH_REVENANT AT (48.0, 1936.0) HAS NO FRAME
It happened everytime I launched a new game. Can you help me out here?
What game (ie. freedoom, doom 2) are you playing with, and with what maps (if any)?
Was using GZDoom 3.1.0, Doom 2 and TNT mappack. When I first using the latest patch, the mod ran just fine. But after messing some setting changes in the CBI, the game just stopped drawing monsters. Some of the changes were: Score Golf and "Are you serious" gamemode.
Quite wierd. When I played the first map, the monsters were being drawn again. I will keep playing and inform you later.
What the fuck? That is indeed a bug. How did you do that?
Please stop making me feel bad...
Quicksaving with F6. Sometimes it would occur but not for most of the time. Quite random and it required restarting or starting a new map to make it back to normal.
I added an in-game changelog inspired by Kinsie's:
Spoiler: big image
The to-do list for 1.5 is still kind of horrifying, I have to add 3 new weapons, make sprites for 7 weapons, pickup sprites for 3, make 5 new upgrades, and write a bunch of stuff.
So, I've been kind of reluctant to work on this recently, trying to slink around doing all that crazy stuff since holy shit that's really a lot of work. But I'll try to get everything done now that I have a bit more motivation than usual.
HalfBakedCake wrote:The night sky & rain option is really neat. Any chance we could get that as a separate plugin to use with other mods?
Nope, sorry, the way it works is too complex, especially with the changes I just did to it which makes it play sound even when you're not staring directly at a place with sky.
The sky replacer is probably pretty easy to separate, but I wouldn't want to do that unless I was doing the rain as well.
TootsyBowl wrote:Alright, finally got around to following your advice, updated my GzDoom, tried again...
Small suggestion: have something replace the shotgun for the cybermage, since some maps give you a shotgun at the beginning and don't account for the player only being able to use the handgun until they get the chaingun/ssg replacements, also make spells appear earlier since phantoms don't exist until later on in the game.
Yes, there's a shotgun slot weapon now, it was just unfinished. (And it still is, I have to make sprites for it.)
Delear is now the slot 2 spell, so you get it when you start a new game, and I added another spell for the melee slot which you also get at the start.
The other spells have also now been decided on, so the full roster will be:
Slot 1 - Blade, basic melee attack with fair range, deals a bit of damage and takes virtually no mana.
Slot 2 - Delear, 16-shot medium speed projectiles, doesn't use much mana.
Slot 3 - Feuer, 4 shots, slow, hard hitting projectiles that curve.
Slot 4 - Romyetya, constant extended range melee attacks, fires 3 slices with a random rotation.
Slot 5 - Hulgyon, high mana consumption, but very strong; raises high damage spikes of energy out of the ground in a line in front of you.
Slot 6 - Hosh'danma, 100 shots, spits stars out crazy fast and does nice stunlocking.
Slot 7 - Cercle de la Mort, extremely high mana consumption, removes all enemies in front of you or nearly kills them if they're too strong.
I gotta say, I miss FTL missiles that were "fixed" one day. Please, bring them back as an upgrade. EDIT: After messing around with Cluster Launcher a bit, I noticed that rockets launched in spiral pattern still accelerate to hilarious speeds, unlike the ones launched in line pattern. I wonder if this is intentional. EDIT2: Oh wait, I just didn't updated to most recent version yet.
Also, it would be nice if Finalizer projectile could deal normal damage (AFTER instakill check). Special death for monsters when it manages to finish them off properly wouldn't hurt, either. Something like OFF, where they flash white and get erased, complete with monotonous hum.
Ikazu-san wrote:I gotta say, I miss FTL missiles that were "fixed" one day. Please, bring them back as an upgrade. EDIT: After messing around with Cluster Launcher a bit, I noticed that rockets launched in spiral pattern still accelerate to hilarious speeds, unlike the ones launched in line pattern. I wonder if this is intentional. EDIT2: Oh wait, I just didn't updated to most recent version yet.
Yeah, I forgot to update the spiral rocket code when I fixed the rockets, I didn't fix them in the same manner though so they still act kind of differently.
Ikazu-chan wrote:Also, it would be nice if Finalizer projectile could deal normal damage (AFTER instakill check). Special death for monsters when it manages to finish them off properly wouldn't hurt, either. Something like OFF, where they flash white and get erased, complete with monotonous hum.
Hm, yes. I'll get on that.
Also David fixed some weirdness with GDCC so now the ACS binary is 3 megabytes smaller. Yay!