REKKR - V1.15

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Re: REKKR - V1.13

Postby Revae » Wed Aug 08, 2018 3:04 pm

mikecari wrote:Having the same issue actually. Rocks and grass seem to float.

That only happens in the iwad version, which otherwise works fine in software rendering.
You can use the pwad version until I figure out why, or switch to software rendering. Works with freedoom if you don't have doom.wad.
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Re: REKKR - V1.13

Postby making4 » Sat Aug 11, 2018 11:43 pm

Just finished this and wanted to say that it's an amazing piece of work! Is there any chance of getting a weapon/item replacement mod (like Final Doomer or High Noon Drifter) to bring these weapons into Doom, Heretic, and Hexen? I'd love to have this play style and weapon set available elsewhere.
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Re: REKKR - V1.13

Postby AvzinElkein » Sun Aug 12, 2018 7:40 am

Apparently, some video said that the melee weapons are rather subpar...
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Re: REKKR - V1.13

Postby Gez » Sun Aug 12, 2018 8:55 am

Well they're wrong; I used the axe whenever possible just because it's a fun weapon, unless I had the wode to make the fists even better.
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Re: REKKR - V1.13

Postby Revae » Sun Aug 12, 2018 11:33 am

making4 wrote:Just finished this and wanted to say that it's an amazing piece of work! Is there any chance of getting a weapon/item replacement mod (like Final Doomer or High Noon Drifter) to bring these weapons into Doom, Heretic, and Hexen? I'd love to have this play style and weapon set available elsewhere.

Weeeelllll...
I did make this a while ago:
http://www.mediafire.com/file/idkvciotw ... N.wad/file
It's pretty much just the weapons and monsters from REKKR, for other mapsets. The monsters aren't 100% like the proper REKKR versions, because this is for doom 2, and there are more doom 2 monsters than rekkr monsters, and they drop different things, and blah blah blah. Anyway. It should function fine anyway, but no guarantees that it'll be fair. I've tested it in Scythe 2 and Epic 2, and it seemed fine from what I saw, but I didn't play through to the end of either one. Maybe 10 levels each. It definitely (probably) won't work with other wads that replace anything other than decorative sprites, since it steals frames from some decorations.
It should be pretty trivial to strip out the monsters and make a weapons only version, but I haven't done that.
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Re: REKKR - V1.13

Postby AvzinElkein » Sun Aug 12, 2018 11:39 am

To be honest, I'd be amused if someone made a Guncaster (or Cola3) compat patch for REKKR. :P
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Re: REKKR - V1.13

Postby wildweasel » Sun Aug 12, 2018 11:53 am

AvzinElkein wrote:To be honest, I'd be amused if someone made a Guncaster (or Cola3) compat patch for REKKR. :P

Speaking as the author of Cola 3, I'd really rather people experienced REKKR in its original context first, instead of adding compat patches willy-nilly.
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Re: REKKR - V1.13

Postby Burly Jim » Sun Aug 12, 2018 8:14 pm

Revae wrote:
mikecari wrote:Having the same issue actually. Rocks and grass seem to float.

That only happens in the iwad version, which otherwise works fine in software rendering.
You can use the pwad version until I figure out why, or switch to software rendering. Works with freedoom if you don't have doom.wad.

Um...how would I do that? Sorry.
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Re: REKKR - V1.13

Postby Revae » Sun Aug 12, 2018 8:40 pm

Burly Jim wrote:Um...how would I do that? Sorry.

If you want to use the pwad version download https://drive.google.com/open?id=1da7S5 ... NSoaZQu3YK <--that. Plop it into your GZDoom folder, then drag it onto gzdoom.exe. Select ultimate doom or freedoom on the screen that comes up, works if you use/have either one, and toggle off "load lights". Then hit play. Then go to options > compatability options, and set it to "doom" or "doom strict".

If you want to use the version you're already using, just start it however you have been, go to options > set video mode, and change the renderer to software rendering.
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Re: REKKR - V1.13

Postby landfill baby » Wed Aug 15, 2018 1:26 pm

why is there a chaingunner at -1240,-7312,-128 in almost every map?
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Re: REKKR - V1.13

Postby Revae » Wed Aug 15, 2018 8:24 pm

landfill baby wrote:why is there a chaingunner at -1240,-7312,-128 in almost every map?

I don't know what you're talking about. There aren't chaingunners at all. There are only 3 or 4 chaingunner replacements (dehacked wise) in the whole wad.
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Re: REKKR - V1.13

Postby Hipnotic Rogue » Thu Aug 16, 2018 5:29 am

^
Perhaps they are talking about a 'feature' that I've come across regarding chaingunners. That is, when playing with your rekkrMON.WAD the chaingunner replacements change into the original chaingunner sprite and then seem to disappear in a puff of flames. I'm using GZD 3.5.0., if that helps. :)
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Re: REKKR - V1.13

Postby Revae » Thu Aug 16, 2018 7:26 pm

Hipnotic Rogue wrote:^
Perhaps they are talking about a 'feature' that I've come across regarding chaingunners. That is, when playing with your rekkrMON.WAD the chaingunner replacements change into the original chaingunner sprite and then seem to disappear in a puff of flames. I'm using GZD 3.5.0., if that helps. :)

I don't seem to have that issue, and can't think of or find a reason why it should happen. Strange though. REKKRMON was kinda made on a lark. I don't really have any plans for it. Surprised it's getting use, really :-p
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Re: REKKR - V1.14

Postby landfill baby » Sat Aug 25, 2018 7:01 am

sorry, i should have clarified, the chaingunners show up in most maps with the gzdoom 3.5.0 "monster" command ("monster chaingun") on rekkr.wad 1.13, although it seems to be fixed in 1.14
i only checked on wrecker difficulty
(side note: the 1.14 wad still says 1.13 on the title picture)
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Re: REKKR - V1.14

Postby Revae » Sat Aug 25, 2018 12:09 pm

landfill baby wrote:(side note: the 1.14 wad still says 1.13 on the title picture)

Whoops.
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