MUCH BETTER! I love it, thanks!silentzora wrote:How's this look, Thorogrimm? Better?
Also, MAJOR thanks to Kinsie for providing updated code and portraits for the player selection menu!

MUCH BETTER! I love it, thanks!silentzora wrote:How's this look, Thorogrimm? Better?
Also, MAJOR thanks to Kinsie for providing updated code and portraits for the player selection menu!
Consider it done. It's just a quick hackjob, but it works. Download link has been updated with the hotfix.Captain J wrote:However, i was wondering, would you care for making Zoragirl's katama widescreen friendly? Because it's not really friendly on my 1680x1050 Monitor!
The kick only does five more damage than the standard punch - Its main use is kickback or just striking an enemy that got too close now. I'll see if I can add an extra frame or two in-between, but that's about it. I don't want the player to be defenseless.namsan wrote:I think kicking could use a bit longer cool-down time to emphasize its attack power, because I think current doomguys kick bit too fast.
Seems to be a problem with the heartbeat loop. For some reason, the hb_delay CVAR doesn't set right, and defaults to zero. I'll hardcode the script to have a delay of 30 (what the default should be) and see if that resolves the issue.Thorogrimm wrote:Just a quick note, I seem to keep getting the error 'runaway script "HB_loop" terminated'?
I don't know how I would be able to make the HUD optional. From what I understand, it involves setting a HUD class in MAPINFO. I don't know ZScript for shit, so I'm not sure how I would go about rewriting the original Zagemod HUD code to ZScript, or making the old HUD a toggle-able thing. If someone else has any suggestions on this, please let me know, as I would like to make the original HUD an optional feature.Iniquitatis wrote:While I love the NC HUD, I still don't think it fits nicely with vanilla-style mods. Maybe it could be an optional thing?
Also, this goddamn line between the barrels and a muzzle flash has been annoyed me for years in various mods. IIRC, it's a GZDoom bug (I honestly can't call it a feature), but it could be avoided by merging the weapon with its flash into a single sprite.
It's not a bug at all. It's simply what happens if you include part of the weapon sprite in the muzzleflash and make the muzzleflash fullbright. Even vanilla (with the original EXE) has this with its sprites. What can and should be done in such cases is to only include the flash itself in the flash sprite.Iniquitatis wrote:Also, this goddamn line between the barrels and a muzzle flash has been annoyed me for years in various mods. IIRC, it's a GZDoom bug (I honestly can't call it a feature), but it could be avoided by merging the weapon with its flash into a single sprite.
I'm talking about this horizontal line.silentzora wrote:snip
Yes, I do understand the reason of this... Ahem... Sorry, it's still a visual bug. Even if it came from vanilla.phantombeta wrote:It's not a bug at all. It's simply what happens if you include part of the weapon sprite in the muzzleflash and make the muzzleflash fullbright. Even vanilla (with the original EXE) has this with its sprites. What can and should be done in such cases is to only include the flash itself in the flash sprite.
Though, based on silentzora's post, this isn't even that issue - it's just an error in the firing sprite itself.
It does matter what's causing it, because it determines whether it's something I can deal with myself, or something that the GZDoom devs have to deal with. Fortunately, it's the former. But you'll have to be patient with me, as I don't have a lot of time to work on spriting today.
Without posting an error log? No.LOLANONIMUS wrote:Hello, there is no error in the mod when I play it in the Android emulator delta touch the error says "1 errors when analyzing DECORATE scripst" can be solved?