Xim's Star Wars Doom - Small Update (AUG/23/2022)

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Xim
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Re: Xim's Star Wars Doom - Update (5/4/21)

Post by Xim »

r&r wrote:wondering whats your thoughts on using Star Wars: Galactic Battlegrounds sprites?
Those are a bit too small, plus I already have Vader and Chewie sprites. I've gotten sprites from that website before and often check it out for other things.
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Sebrw
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Re: Xim's Star Wars Doom - Update (5/4/21)

Post by Sebrw »

Hi Xim! Thanks for your fantastic mod :-)
Quick question: It is obvious what are the features of Kyle/Mara, Jedi, and Mandalorian class but does the smuggler and Trooper class come with special features as well or only a unique set of weapons (Grenades and A280 for trooper and just the shotgun blaster for the smuggler?)
Thanks!
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openroadracer
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Re: Xim's Star Wars Doom - Update (5/4/21)

Post by openroadracer »

Sebrw wrote:Hi Xim! Thanks for your fantastic mod :-)
Quick question: It is obvious what are the features of Kyle/Mara, Jedi, and Mandalorian class but does the smuggler and Trooper class come with special features as well or only a unique set of weapons (Grenades and A280 for trooper and just the shotgun blaster for the smuggler?)
Thanks!
The Trooper can akimbo pistols, you just have to find a second copy of each sidearm.

Also, more grenades than you'll know what to do with. Freeze grenades, incendiary grenades, poison grenades. You'll be able to just spam explosives.

The others, I don't know about. I'm still running GZ4.3.3, so I'm only using the V2.6 of Star Wars DooM.
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Xim
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Re: Xim's Star Wars Doom - Update (5/4/21)

Post by Xim »

Yeah openroadracer pretty much summed it up. The smuggler and trooper can dual wield pistols and they start off with either a rebel rifle or a blaster shotgun. Other than the starting kits they're not much different from each other. The smuggler also starts off with a heavy pistol so you're more likely to be able to dual wield earlier on.

But I'm glad you're enjoying the mod Sebrw.

And as a note about the mod, I have done very little since the last update. Most of you probably noticed I started working on another project, since I felt like this one is pretty much complete save for a couple things. There's a couple things I can fix up with updates to the GZDoom engine as well so I might release a minor update soon that uses the new version.
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openroadracer
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Re: Xim's Star Wars Doom - Update (5/4/21)

Post by openroadracer »

Just to ask: I notice that the "Enemies Only" and "Weapons Only" versions are still stuck on version 2.8.5. Are you ever going to update those to a more recent version?
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Xim
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Re: Xim's Star Wars Doom - Update (5/4/21)

Post by Xim »

Hey, so I my "small update" turned into a bigger one so I'm still working on some stuff. There's going to be a couple new features, including menu options.

And sorry about not updating the weapons/enemies only versions. I haven't enjoyed putting them together in the past because of how intertwined things are and that it's more effort then I enjoy; making three different versions of the same mod, and then maintaining them. It's supposed to be a total conversion mod, but now people want to mix it with other mods, which I get, so do I, but ugh. If I had thought of it earlier I would have made the mods in different parts, but it's too late for that now. I'm not saying I won't update them ever again, but don't hold your breath. Next update I'll try and release an update for those two. But for now I'm probably not going to update them.

EDIT: Sorry I noticed you mentioned an even earlier version. So my answer is yes, I do have a more recent update.
Did you check the ModDB downloads? I should have version 2.8.9 available there. I'll double check the other downloads.
Last edited by Xim on Thu Nov 25, 2021 10:28 am, edited 1 time in total.
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ZikShadow
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Re: Xim's Star Wars Doom - Update (5/4/21)

Post by ZikShadow »

Work only with what you're happy with, I'll say. It's no biggie.
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Xim
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Re: Xim's Star Wars Doom - Update (5/4/21)

Post by Xim »

I try to do what I enjoy, that's the main goal. But I like to do stuff other people enjoy too. And I have already been slowly making it easier on myself through frequent minor edits. Stepping back and working on another mod was actually a good learning experience too, got my head out of the box for a bit.

But yeah, I actually did have a newer version of the weapons/enemies only mods, I just forgot to upload them to onedrive. Links should be updated now.
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Xim
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Re: Xim's Star Wars Doom - Update (5/4/21)

Post by Xim »

Enemies only version has been updated. Many leftover files have been removed by goldenmob72 & JMartinez2098. Special thanks to them!

Still working on the next version, which I'd like to release this month (no promises). I'm pretty much just playing around and looking for bugs at this point.
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Shatter-Thought[V-4]
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Re: Xim's Star Wars Doom - Update (5/4/21)

Post by Shatter-Thought[V-4] »

Reporting a bug where using the monsters only mod muffled sounds for doors/moving sectors, strangely enough.

I have played this using the latest gzdoom 4.7, both without anything else, and with other maps and/or weapon mods, and the sounds for moving sectors is still gone.

I checked and I am using version 2.8.9.

Other then that, honestly the pack is awesome! Even with that bug, it's still very fun to play around with, and I have been trying to think of good combos to bring in unique and fun experiences. I think one combo I will be trying out is la tailor girl with it, in the Breach map set.

Thank you for all the hard work you've put into the overall mod and it's pieces!
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Xim
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Re: Xim's Star Wars Doom - Update (5/4/21)

Post by Xim »

Must be something wrong with the upload, because I already fixed that. Unless the sndinfo file got put back in by accident. I'll look into it in a bit.

I'm glad you're enjoying the mod!
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openroadracer
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Re: Xim's Star Wars Doom - Update (5/4/21)

Post by openroadracer »

Xim wrote:Enemies only version has been updated. Many leftover files have been removed by goldenmob72 & JMartinez2098. Special thanks to them!

Still working on the next version, which I'd like to release this month (no promises). I'm pretty much just playing around and looking for bugs at this point.
I tried downloading this yesterday, no dice. I try downloading this again this morning, nothing. Same error both times:
The file you have selected (Xim-StarWars-v2.8.9-EnemiesOnly.2.zip) is not available via any mirrors. Please check back shortly as our servers update every 5 minutes.
Any idea what's going on here?
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Xim
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Re: Xim's Star Wars Doom - Update (5/4/21)

Post by Xim »

I'm getting the same error myself. To be honest I don't have any idea what's going on. Did you try the OneDrive download? It should be working now.
If the ModDB download doesn't start working eventually I'll look into it further. I've already tried re-uploading it but no dice.

I've been fairly busy with a lot of real life things going on, so I need to ask everyone to be patient. As I said earlier these standalone versions were not part of my original idea. I might need to get help making them in the future to be honest. (edit: cause I do like the idea of them, it's just hard to split them sometimes. Sorry if I sound grouchy, I just thought I was done with this version lol).
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openroadracer
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Re: Xim's Star Wars Doom - Update (5/4/21)

Post by openroadracer »

Xim wrote:I'm getting the same error myself. To be honest I don't have any idea what's going on. Did you try the OneDrive download?
It's asking me for a Microsoft account, so I presume you've set it to private.

EDIT: Actually, scratch that. The OneDrive link in the OP worked.
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Re: Xim's Star Wars Doom - Update (5/4/21)

Post by openroadracer »

Sorry for a bit of thread necromancy here, but I feel like this is an old issue. It's really minor, so I don't know if it's even worth fixing, but it's there.

The issue is that when playing as a class that doesn't use Force Powers(Trooper, Smuggler, Mando), the map's Chainsaw spawns are still listed as "artifact items" that effect the game's completion percentages, despite the fact that Lightsabers aren't spawned on them.

I think this problem has been in the mod since the introduction of the Trooper class, and you and I both know that that was some time ago.

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