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openroadracer wrote: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.
Thanks for pointing that out. Not sure what's doing that but I'll try and fix it.
EDIT: I think I may have fixed it, I had the spawner itself set to count as an item.
Xim wrote:Thanks for pointing that out. Not sure what's doing that but I'll try and fix it.
EDIT: I think I may have fixed it, I had the spawner itself set to count as an item.
Ah, yeah, that'd do it.
Anyway, while I'm here, did you ever figure out what's up between Rampancy and the Props Pack? Over in the Rampancy thread, I posted about using Ctrl+click-n-drag to load onlyRampancy and Star Wars Props; it still gave me the same error signs in place of corpses as before.
openroadracer wrote:
Anyway, while I'm here, did you ever figure out what's up between Rampancy and the Props Pack? Over in the Rampancy thread, I posted about using Ctrl+click-n-drag to load onlyRampancy and Star Wars Props; it still gave me the same error signs in place of corpses as before.
Have you tried using a mod launcher like ZDL? I really don't recommend ever using the drag-and-drop method, especially with my mods. Use a launcher and load the props after the main mod.
Xim wrote:Have you tried using a mod launcher like ZDL? I really don't recommend ever using the drag-and-drop method, especially with my mods. Use a launcher and load the props after the main mod.
Yeah, ZDL is what I use normally, but I tried doing the drag & drop to eliminate any other mods interfering. Give me a minute.
EDIT: Did as you suggested: Launched via ZDL, Props after Rampancy, same error sign as soon as I load into E1M1.
EDIT2: I should clarify: This is using the Props Pack without the larger overall Star Wars DooM package. I just don't feel like the vanilla props fit with an enemy set like Rampancy, which is why I'd really like to be able to use the Props Pack with Rampancy, without errors.
-Updates to the textures pack by Wardust (separate download). Now including new textures for Heretic maps! Props for Heretic have also been added to the props pack
-Brightmaps for weapon hud sprites added
-Most projectile glows are more subtle than before
-Reworked the spawners for Heretic
-New "Star Wars themed" font for messages and menu titles
-New menu options replacing some of the more simple patches (droid barrels, dual wield, no creatures and vader mastermind), the "bigger" or graphical patches are still included with some updates
-Keybindings moved into their own option menu
-Option to have ssg weapons (carbine, bowcastor, scattergun) to spawn with shotgun and chaingun, so you can still obtain those weapons in Doom 1 maps if you wish
-Menu option for turning off Palpatine from Doom 2 maps, with a Star Warsy Icon of Sin instead
-Option to start with the hyperspace transponder, now you can summon rebels right away if you wish
-Option to turn off lightsaber glowing, if it bugs your eyes it might be a good idea to turn it off
-Option to set a replacement for the Wolfenstein SS enemy in Doom 2. Includes some funny extra enemies as well.
-Option to turn on a screen overlay effect when getting hit while having shields
-Added new enemy, the AT-PT, to Mancubus spawner. The All Terrian Personal Transport is pretty much a smaller single person version of the AT-ST. Gameplay wise they are more similar to the Mancubus than ther Zero-G and Tank Droid. Sprite by Wardust.
-New arachnotron sprite. According to Star Wars legends, the separatist spider droids were recommissioned through Imperial command and used by the Galactic Empire, so I believe they're a better choice for the arachnotron replacement. New sprites by Wardust. Old sprites are still included as patch so you can still play with the previous version's arachno-probe if you wish.
-Opee seakillers (big fish from episode 1) can now appear in underwater sectors
-Young Rancor added to pinky demon replacement spawner
-Tusken Raiders with Cycler rifles have been added, spawns as a WolfSS replacement
-New "clean" death sprite for rancor, previous bloody death is still included in the bloodpatch
-Shoretroopers will now have a chance to appear on water textures in place of low level enemies
-Imperial tank now has visible gunner pilot. The gunner dies when it reaches low health and it's turret attack is then disabled. New pilot sprite made by Wardust
-Dark Troopers now make sound effects when they move
-Updated sprite for TIE Fighter
-Replaced the PLX missile launcher with the H-12 Rocket Launcher, functions the same, PLX launcher is still included in the Jedi Outcast patch and is upgraded to now shoot assault cannon missiles
-Z-6 Rotary Blaster update. Shortened the wind up/down time and added secondary mode by pressing zoom, which fires stronger and more accurate shots, but with less ROF
-New attack for lightsaber, press fire and alt-fire together.
-Ion gun primary fire shoots three bolts, middle bolt has same accuracy as before
-Heavy pistol projectile is a lot faster and does a bit more damage, should be a better side-arm now
-Bowcaster code has been edited, projectiles are more accurate and spread shots are more evenly spread
-Flames now dissipate underwater, and lightning causes a dangerous effect underwater
-Flechette/Repeater shots are now less effective against droids and mechs and more effective against 'unarmored' foes like bounty hunters and officers
-Ion guns do even more extra damage on droids and mechs than before
-New sniper rifle sprite, now the imperial model, old one was from the clone wars era
-Trooper class now has a rebel pistol instead of an imperial one
-Swamped the graphics for the jet-thruster and the jetpack
-Force pull will now only affect visible things, no longer pulling through walls
-Health bonuses and shields now only give 5 points on normal/hard skill settings
-Health bar meter glows brighter when health goes above 100
-Weapon charge meter moved over to be the lights above the ammo hud
-New crosshairs added
-Switched the huds around since the "fullscreen one" was actually bigger
-Just for fun I added a new skill "Bounty Hunter", it's similar to Ultra Violence+ on the Unity Port. Enemies are tougher and multiplayer spawners are used, so there are usually more weapons and enemies around. Also the "upgraded" weapons will spawn normally in maps as well, giving you a higher chance to obtain them
Standalone weapons and enemies versions will come later.
Oh darn, I kind of forgot about that one. I did add a "Scum & Villiany" patch which is quite similar to the Jabba patch. Main differences are that the Rancor can throw boulders and instead of a stationary Jabba it's a model-rip Hutt that can move around. I might do a quick update on the Jabba patch soon though if need be, which I think I might since there are some duplicate actors.
EDIT: I've updated the Jabba patch, should be good to go now. Let me know if there are any issues.
I'm curious, is the lightsaber not making a sound on contact with an enemy besides the sound of the swing deliberate, or is that a bug of some kind? If it is a bug, is it just on my end?
Updated to fix saber clash sound and I also removed the cross-hairs while you're using the scope.
Just FYI, I haven't been working on this mod much for a while. Been busy with other stuff and I'm more in the mood to work on my other projects at this time. Now I'm not going to abandon the mod or anything, but I think I might have 'done enough' on it so far. The mod's already got a huge amount of weapons and enemies in it so I really don't want to add any more. At this point any updates will be polishing things up rather then adding anything and it might be far and few, but we'll see.
If you charge but don't fire a weapon that can charge up a shot, such as the altfire on the ion cannon or Katarn's pistol, and then finish a level, the hud element that shows what your charge level is doesn't update until you fire the weapon after any amount of charge.(It doesn't keep the charge level you have when you ended the level.) I don't even know if an edge case so minor is worth fixing.
Might as well mention that I actually have been working on the mod again. I don't think it's ready for a release yet. Oddly enough, I actually went back on what I said and ended up adding new stuff, but it's more in the name of balance and emphasizing the features of the mod. But mostly I've been working on adding QOL features, user options and gameplay balance.
Xim wrote: ↑Mon Nov 21, 2022 11:09 am
Might as well mention that I actually have been working on the mod again. I don't think it's ready for a release yet. Oddly enough, I actually went back on what I said and ended up adding new stuff, but it's more in the name of balance and emphasizing the features of the mod. But mostly I've been working on adding QOL features, user options and gameplay balance.
Always happy to hear an update like this. Looking forward to what’s coming!