[1.3 WIP] Codename: DEMOLITIONIST
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Re: [1.1.1] SWWM GZ: Cute robutt whomst love to explode demo
And a hotfix has been immediately released, because something ALWAYS slips through the cracks.
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Re: [1.1] SWWM GZ: Cute robutt whomst love to explode demons
So Complete Devastation? I KNEW something was missing from this mod.Marisa Kirisame wrote: The Devastation Sigil, the most ludicrous boost to ALL damage dealt, which funny enough, can be combined with the Ragekit.
Now all we need is the Splatter Rifle, One of your many BFGs and...I dunno. Maybe that one Nailgun from Ultra Suite that isn't a pea-shooter like Platinum's?
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Re: [1.1.1] SWWM GZ: Cute robutt whomst love to explode demo
There's a lot of improvements in this update for such a small version increment.
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Re: [1.1] SWWM GZ: Cute robutt whomst love to explode demons
The Divine Sprite is also a re-do of Platinum's +10,000 HP Soul Spark.UTNerd24 wrote:So Complete Devastation? I KNEW something was missing from this mod.
The Splatter is too overpowered to be featured in a singleplayer mod, it's quite literally an instagib rifle. In regards to the BFGs... Heh, wait for the DLCs. Same with the Nailguns.UTNerd24 wrote:Now all we need is the Splatter Rifle, One of your many BFGs and...I dunno. Maybe that one Nailgun from Ultra Suite that isn't a pea-shooter like Platinum's?
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Re: [1.1.1] SWWM GZ: Cute robutt whomst love to explode demo
I'll be honest, personally I am getting weary of so many projects being just another weapons and/or monster replacement mod and yearn for more mapping content - some new worlds to explore, not just the old ones with new weapons.
However, every now and again, something comes along that is refreshing and new, and this is one of those somethings. This is a truly original mod, very well and beautifully put together (as is Marisa's trademark) and it brings a whole bunch of new gameplay, style and humour elements to the game all wrapped up in a new and novel approach.
However, every now and again, something comes along that is refreshing and new, and this is one of those somethings. This is a truly original mod, very well and beautifully put together (as is Marisa's trademark) and it brings a whole bunch of new gameplay, style and humour elements to the game all wrapped up in a new and novel approach.
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Re: [1.1.1] SWWM GZ: Cute robutt whomst love to explode demo
What happened to the other extras? I was looking forward to the healthbars!
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Re: [1.1.3] SWWM GZ: Cute robutt whomst love to explode demo
For info, the 1.1.3 link in the FP is pointing to the 1.1.2 file.
This seems to work: https://marisakirisa.me/tmp/swwmgz_m_1.1.3.pk3 is it the correct one?
While I'm on, I'm intrigued by the model format that you are using. I think I'm right in saying it's the original Unreal engine format? (Which makes sense given the roots of the mod.) What do you use to make those models? I tried a couple of Unreal model editors and some models could be opened and others were reported as an unrecognised format. I was just hoping to learn a bit about the format and try to figure out if it offered any advantage over MD3, for example.
This seems to work: https://marisakirisa.me/tmp/swwmgz_m_1.1.3.pk3 is it the correct one?
While I'm on, I'm intrigued by the model format that you are using. I think I'm right in saying it's the original Unreal engine format? (Which makes sense given the roots of the mod.) What do you use to make those models? I tried a couple of Unreal model editors and some models could be opened and others were reported as an unrecognised format. I was just hoping to learn a bit about the format and try to figure out if it offered any advantage over MD3, for example.
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Re: [1.1.3] SWWM GZ: Cute robutt whomst love to explode demo
She uses her own tools and a set of Blender plugins. The models in the mod are of the "Deus Ex 1 style" because the good people at Ion Storm Austin didn't understand why James Schmalz had arbitrarily made vertex precision lowered along the Z axis (The X and Y axis is also lowered but the Z even worse) for no real obvious gains.Enjay wrote:While I'm on, I'm intrigued by the model format that you are using. I think I'm right in saying it's the original Unreal engine format? (Which makes sense given the roots of the mod.) What do you use to make those models? I tried a couple of Unreal model editors and some models could be opened and others were reported as an unrecognised format. I was just hoping to learn a bit about the format and try to figure out if it offered any advantage over MD3, for example.
Don't try to make Unreal import these meshes as a result, only Deus Ex 1 understands the full precision. Also, for reasons neither of us are able to understand (because Tim Sweeny I guess...) these models can't even be used as skeletal meshes in UT436. It just crashes for no reason as soon as you try to render them in anything other than RMODE 1. (Wireframe actor view)
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Re: [1.1.3] SWWM GZ: Cute robutt whomst love to explode demo
OK, well thanks for the information. I don't really have the tools for looking at them in any more depth then, so I'll just admire the models in the mod. Thanks again.
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Re: [1.1.3] SWWM GZ: Cute robutt whomst love to explode demo
As a dedicated appreciator of esotericism in artistry and game development, my hat is extremely off to the decision to use a model format like that. (Not to mention how much I love how they look in the first place)
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Re: [1.1.3] SWWM GZ: Cute robutt whomst love to explode demo
The player's radius for collecting items prevents me from being able to pick up things intended for the player. Here's an example from Eviternity.
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Re: [1.1.3] SWWM GZ: Cute robutt whomst love to explode demo
Did you try looking directly at the items and pressing USE on them?user5124 wrote:The player's radius for collecting items prevents me from being able to pick up things intended for the player.
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Re: [1.1.3] SWWM GZ: Cute robutt whomst love to explode demo
Geez, you're all making me blush with all this praise. I'm just making a silly weapons mod like in the olden UT days.
Noted.Enjay wrote:For info, the 1.1.3 link in the FP is pointing to the 1.1.2 file.
Unfortunately, I've found that having those standalone is too much effort and they were already lagging behind implementation-wise by several versions. Besides, there's not much of a point to them when other mods exist for similar purposes that are better designed for standalone use.Carrotear wrote:What happened to the other extras? I was looking forward to the healthbars!
This is directly explained in the mod's F1 menu in-game, I wish more people read those. There is a reason after all why I added it to the main menu.KynikossDragonn wrote:Did you try looking directly at the items and pressing USE on them?user5124 wrote:The player's radius for collecting items prevents me from being able to pick up things intended for the player.
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Re: [1.1.3] SWWM GZ: Cute robutt whomst love to explode demo
So I tried to give that "I WANT DIE" difficulty a shot.
It ended... poorly Might redo it without the randomized monsters, as those were the ones that screwed me over the most.
Besides that, I have encountered one bug and one oddity:
- Loading Champions mod together with SWWM GZ's I WANT DIE difficulty resulted in an error on start, with the error originating from Champions mod. I assume it is due to both trying to modify the monsters on start of a map and conflicting for some reason.
- The standard buckshot and slug shotgun shells deal very... inconsistent damage. I've encountered multiple times that they deal 0 damage point blank, even on something weak as a Zombieman. It is very weird, as the next shot may deal the intended damage. Is there something of a minimum range you have build in? It seems to happen with both the Spreadgun and the Wallbuster.
It ended... poorly Might redo it without the randomized monsters, as those were the ones that screwed me over the most.
Besides that, I have encountered one bug and one oddity:
- Loading Champions mod together with SWWM GZ's I WANT DIE difficulty resulted in an error on start, with the error originating from Champions mod. I assume it is due to both trying to modify the monsters on start of a map and conflicting for some reason.
- The standard buckshot and slug shotgun shells deal very... inconsistent damage. I've encountered multiple times that they deal 0 damage point blank, even on something weak as a Zombieman. It is very weird, as the next shot may deal the intended damage. Is there something of a minimum range you have build in? It seems to happen with both the Spreadgun and the Wallbuster.
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Re: [1.1.3] SWWM GZ: Cute robutt whomst love to explode demo
I thought that was fixed already??? Whatever it is that's happening there, I simply cannot reproduce it. It never happens on my end. Is your GZDoom up to date? Are you running any other mods with this?Dutchygamer wrote:- The standard buckshot and slug shotgun shells deal very... inconsistent damage. I've encountered multiple times that they deal 0 damage point blank, even on something weak as a Zombieman. It is very weird, as the next shot may deal the intended damage. Is there something of a minimum range you have build in? It seems to happen with both the Spreadgun and the Wallbuster.