ouch_m 2: abort_m [CANCELLED]

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Marisa the Magician
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Re: ouch_m 2: abort_m

Post by Marisa the Magician »

Oh pillows man, I'm your greatest fan! *sends fresh air*
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Combine_Kegan
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Re: ouch_m 2: abort_m

Post by Combine_Kegan »

Zscript was a mistake.
(holy shit that ouchface when powered up)
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PillowBlaster
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Re: ouch_m 2: abort_m

Post by PillowBlaster »

Marisa Kirisame wrote:Oh pillows man, I'm your greatest fan! *sends fresh air*
snort air everyday

I can see that, especially given the amount of explosions and wtf included. :P
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PlayerLin
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Re: ouch_m 2: abort_m

Post by PlayerLin »

Oh...what the hell did I playing...

Lovin' all weapons here, the overpowered doomguyouchface, Gun Shotgun and abort button just too awesome...(I just lol'ed so hard to fall down from my chair when I see the VM abort messages on console.)

ZScript is really a mistake, really awesome mistake. :P
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Fishytza
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Re: ouch_m 2: abort_m

Post by Fishytza »

I like the cowboy hat powerup so much I'd like to offer a suggestion with the Astolfo plushie.

When something gets succ'd to death while cowboy is active spawn a little bloodsplat and play a appropriate crunch noise.
But maybe that's too horrifying.
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Marisa the Magician
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Re: ouch_m 2: abort_m

Post by Marisa the Magician »

Uploaded hotfix 1. Abort button now crashes GZDoom with Cowboy on. Thanks to ZZYZX for the scripting help on this feature.
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GeneralDelphox
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Re: ouch_m 2: abort_m

Post by GeneralDelphox »

Funfacts: I played this with Touhou Doom. Astolfo Plush is pretty effective on most bosses since it stunlocks the fuck out of all of them, but for some odd reason GZDoom shat itself when I used Astolfo on Sakuya.
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fakemai
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Re: ouch_m 2: abort_m

Post by fakemai »

If this doesn't revive the mockaward nothing will. I love it, and ouch_m too, forgot to praise that one somehow.
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Marisa the Magician
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Re: ouch_m 2: abort_m

Post by Marisa the Magician »

Hotfix 3 updated. Added missing decals to pellets. In addition, pellets now alert monsters on ricochet (which should have been a thing from the beginning).
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RedoLane
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Re: ouch_m 2: abort_m

Post by RedoLane »

In the beginning...there was Tim Allen....then....there was ouch_m....
And now.......MARISA, YOU DESERVE A CACOWARD!
Finally you made a mod my mentality can handle :')
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Marisa the Magician
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Re: ouch_m 2: abort_m

Post by Marisa the Magician »

Hotfix 4 out now. Various rebalances and bugfixes. Headpats, Finger and Astolfo now work properly in multiplayer (deathmatch included). Astolfos are now tagged per-player in mp ("<playername>'s Astolfo #<number>") when they call someone gay in chat. Astolfo's AI has also seen a couple improvements in target finding. Headpats heal friends in coop.

Hopefully this will be the last hotfix update before beta 2.

Edit: And just as I say this, I realize that player respawn in deathmatch is broken (pistol and fist aren't properly replaced). Welp.

---

Hotfix 5 is out with the stuff I just mentioned fixed, and some debug messages removed.

---

Hotfix 6: Because the abort button often gets accidentally auto-selected in coop, I've introduced two changes.

1. The button is moved to slot 1 and given the lowest possible autoselect priority.
2. A cvar is introduced to disable the button's effects completely (abort_canuse). It is set to true by default, but can be changed when creating a server by appending "+abort_canuse false" to the command line.ç

---

OK, hotfix 7 REALLY should be the last one. This one has some fixes for sound effects, and disables the FOV "beat" effect of Cowboy because it's broken in MP.

Also, Abort Button can be toggled from an options submenu (which might get filled later with other fun options in beta 2).

---

Hotfix 8 definitely should be the last one I think? There was a little mistake in the previous fix that broke some sounds, so I patched it up.

---

Hotfix 9 was now uploaded. Fixes debris (peas and other junk) not sticking to moving sectors). Fixes ouch face becoming invisible after a map transition (overlays weren't being re-created on map load). Ouch face now makes player invulnerable while being used.
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MrToots
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Re: ouch_m 2: abort_m

Post by MrToots »

This is hands down my favorite joke mod in a long time
I really wanna do a playthrough of a map set with this but i dont know which one
Bigger C
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Re: ouch_m 2: abort_m

Post by Bigger C »

<tries deploying Astolfo plushies>

Oh God, it's the Yukkuri Doom Hack all over again, except this time I'm the one doing the yukkuri-ing.
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Fishytza
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Re: ouch_m 2: abort_m

Post by Fishytza »

Hate to say it but the Astolfo plushie isn't as aggressive as it used to be. It takes too long to attack a target.

In certain situations it doesn't even attack one monster in a whole group.

For example, in Doom's E2M1 give yourself everything, step through the left teleporter and toss a few around. Some even seem to go through the teleporter just to attack the zombiemen next to the cross instead of the group right there. O_o

It's even more apparent if you noclip into the wall to watch it happen so the monsters can't attack you.
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Marisa the Magician
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Re: ouch_m 2: abort_m

Post by Marisa the Magician »

Beta 1 Astolfofix released. Astolfo's AI is reverted back to original when not playing in DM.

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