[1.3 WIP] Codename: DEMOLITIONIST
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Re: [1.0.6] SWWM GZ: Cute robutt whomst love to explode demo
That one's been reported and fixed already.
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Re: [1.0.7] SWWM GZ: Cute robutt whomst love to explode demo
Well, today's birthday stream has certainly been eventful, many bugs that had to be dealt with. It seems there are STILL a lot of issues with prediction causing sporadic desyncs, so if anyone wants to do some multiplayer with this, I'd suggest disabling that in the network options until I figure out 100% what I need to do to prevent those.
Fixed bugs in 1.0.7:
Fixed bugs in 1.0.7:
- Fix key sharing in coop.
- Fix inability to close demolitionist menu in mp (hopefully).
- Sync intermission art/tip changes in mp.
- Fix crash when trading items if using keyboard input.
- Fix infinite loop in silver bullet trace.
- Sporadic desyncs when any player has prediction enabled.
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Re: [1.0.8] SWWM GZ: Cute robutt whomst love to explode demo
Is there any way I can replicate I WANT DIE, but with just the actor speed increase?
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Re: [1.0.8] SWWM GZ: Cute robutt whomst love to explode demo
It's just an inventory item that reduces the duration of actor states.
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Re: [1.0.8] SWWM GZ: Cute robutt whomst love to explode demo
I have a bit of a problem with the achievements. Although most of them are quite fun to earn, one particular achievement seems to be impossible. For those who want to find out about achievements by themselves, I'll use a spoiler tag.
Spoiler:
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Re: [1.0.9] SWWM GZ: Cute robutt whomst love to explode demo
Odd that you can't unlock that one. I've seen people get it by complete accident in their first playthroughs.
1.0.9 has been pushed with a couple instances of code cleanup, some minor fixups, and compatibility handling for Verdant Citadel due to some glitchiness with its keys. In addition, floor spikes in Hexen now break if they rise up while the Demolitionist is standing on them, for obvious reasons.
1.0.9 has been pushed with a couple instances of code cleanup, some minor fixups, and compatibility handling for Verdant Citadel due to some glitchiness with its keys. In addition, floor spikes in Hexen now break if they rise up while the Demolitionist is standing on them, for obvious reasons.
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Re: [1.0.9] SWWM GZ: Cute robutt whomst love to explode demo
Big issue Ive noticed with models in GZDooM, for me they are all flat. Noticed this with the Cars in Reelism 2 and now the guns and pickups in this.
They work fine in Vulkan render, but with OpenGL they are flat and stuttery. But then when using Vulkan my screen is faded and dark.
EDIT: Fixed the issue, needed to use vulkan and disable HDR. Now aside from that, how does one perform a butt slam?
They work fine in Vulkan render, but with OpenGL they are flat and stuttery. But then when using Vulkan my screen is faded and dark.
EDIT: Fixed the issue, needed to use vulkan and disable HDR. Now aside from that, how does one perform a butt slam?
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Re: [1.0.9] SWWM GZ: Cute robutt whomst love to explode demo
Dash backwards.
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Re: [1.0.9] SWWM GZ: Cute robutt whomst love to explode demo
If you ever expand the arsenal beyond what we have now, I have a bit of a wishlist.
Mainly the Mortal Railgun, Plasma Blast, Rainbow Beamer MMVIII, Messup Machine and the U-Force Gun.
IIRC, The U-Force Gun was implied to have interchangeable ammo types, since the loaded shells are launched with such incredible force, I can manage a large library of ammo types serving as decent destruction dealers. ...Imagine a Candy Gun Mag!
...But yeah, that's probably wishful thinking.
Mainly the Mortal Railgun, Plasma Blast, Rainbow Beamer MMVIII, Messup Machine and the U-Force Gun.
IIRC, The U-Force Gun was implied to have interchangeable ammo types, since the loaded shells are launched with such incredible force, I can manage a large library of ammo types serving as decent destruction dealers. ...Imagine a Candy Gun Mag!
...But yeah, that's probably wishful thinking.
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Re: [1.0.9] SWWM GZ: Cute robutt whomst love to explode demo
The Plasma Blast(er) and the Mortal Railgun Rifle are indeed planned.
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Re: [1.0.9] SWWM GZ: Cute robutt whomst love to explode demo
Neat! If you ask me, the Plasma Blaster should have interchangeable firemodes considering the first two iterations were truly plasma based while the third was more fireballs plus a flamethrower. And the Mortal Rifle I have no doubt will be a silent killer with delicious 3 damage per individual tic.
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Re: [1.0.9] SWWM GZ: Cute robutt whomst love to explode demo
The older SWWM iterations of the Plasma Blast(er) were all different variants of the same open source weapon (yes, it's FOSS in-universe), this is the original article, and all it has is pew pew plasma with a secondary chargeup.
In regards to the Mortal Rifle, I will be merging most of the firemodes it had in all incarnations (including the UnSX series, where it was an actual battle rifle with a grenade launcher). The only thing I'm not bringing back is the weird "leech nails" firemode it had in UnSX 3, it wouldn't even work properly in this engine anyway, considering its nature (and the fact in UT I used native code to make the nails attach to mesh polys).
You can definitely expect the old lingering death ray to still be there, although it'll get some big tweaks, and feel a bit more like the Mirkal in strength and speed, so it won't be entirely useless against moving targets.
Anyway, 1.1 development has formally begun, and so I've opened the "development" branch for anyone curious to see what's up. Expect a lot of things that either don't work or have missing assets.
Edit: [lore brainsqueezing] From what I can guess the Plasma Blast 1 is definitely purely Kinylum-based, and tries to be more or less a pocket Sparkster x3. The Plasma Blast 2 seemed to go the Dyratin route with the green glow (although it'd be odd then that it disperses into Kinylum plasma on impact, maybe there's some fission at work considering Dyratin has a heavier core, but I'm no expert in nuclear physics, no less when exotic elements are involved). Plasma Blast 3 seems entirely Nokron-based, since it's definitely more of an incendiary sort of material, especially in its natural form.
In regards to the Mortal Rifle, I will be merging most of the firemodes it had in all incarnations (including the UnSX series, where it was an actual battle rifle with a grenade launcher). The only thing I'm not bringing back is the weird "leech nails" firemode it had in UnSX 3, it wouldn't even work properly in this engine anyway, considering its nature (and the fact in UT I used native code to make the nails attach to mesh polys).
You can definitely expect the old lingering death ray to still be there, although it'll get some big tweaks, and feel a bit more like the Mirkal in strength and speed, so it won't be entirely useless against moving targets.
Anyway, 1.1 development has formally begun, and so I've opened the "development" branch for anyone curious to see what's up. Expect a lot of things that either don't work or have missing assets.
Edit: [lore brainsqueezing] From what I can guess the Plasma Blast 1 is definitely purely Kinylum-based, and tries to be more or less a pocket Sparkster x3. The Plasma Blast 2 seemed to go the Dyratin route with the green glow (although it'd be odd then that it disperses into Kinylum plasma on impact, maybe there's some fission at work considering Dyratin has a heavier core, but I'm no expert in nuclear physics, no less when exotic elements are involved). Plasma Blast 3 seems entirely Nokron-based, since it's definitely more of an incendiary sort of material, especially in its natural form.
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Re: [1.0.10] SWWM GZ: Cute robutt whomst love to explode dem
1.0.10 is now out with a couple tweaks backported from 1.1 development. To list:
- Ynykron Ammo can rarely spawn in the world once you own the weapon, and no further copies of the weapon itself will pop up.
- Mykradvo Artifacts only spawn if you don't have full copies of them (max amount reduced to 3).
- The Mykradvo can also spawn in chanceboxes, same rules apply.
- Ragekit shader has been tweaked to be a hybrid between the original and the alt version. It's hopefully not eye-searing but also not too subtle to feel unnoticeable.
- Elemental Coatings now auto-use as needed when standing on hurtfloors or swimming in damaging liquids.
- "VIP Items" are no longer buyable in the store, and will show with a different text color in the inventory.
- Fix gibs getting stuck in bars sometimes.
- Completion bonuses no longer trigger in Hexen, due to its hub-based nature.
- Various rebalance tweaks to ammo spawns, drops, and weapon damages.
- Fix certain item sounds not overlapping.
- Fix Grilled Cheese Sandwich teleport using incorrect parameters.
- Fix powerup color blends still applying with shaders enabled.
- Fix some breakage in the give cheat.
- Temporary overhealing is capped during map transitions.
- Placeholder files for second DLC weaponset and other future content.
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Re: [1.1] SWWM GZ: Cute robutt whomst love to explode demons

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That sure took me some time! But at last, the "post-release content update" is all done, containing some lil' things that were cut from 1.0 due to time constraints.
So, what's new exactly? Well, apart from some bugfixes and various balance tweaks, there's...
1. Three new items!



2. One new collectible!


3. Dialogues?
There's something interesting waiting for you while playing supported mapsets. More of these might be added in the future if people like them.
4. Many new achievements!
I can't just go and reveal those so easily now, can I? Get out there and discover them!
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