[1.3 WIP] Codename: DEMOLITIONIST
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Re: [1.2.7] Codename: DEMOLITIONIST
I'm guessing this is an intentional humorous addition, but is the inception lootbox (lootbox opening to reveal another lootbox) a joke or a bug? I've been loving the changes and additions, and I won't lie my first inception box left me confused and amused lol
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Re: [1.2.7] Codename: DEMOLITIONIST
Oh, it's entirely a joke, you get an achievement if you manage to get a maximum recursion one.
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Re: [1.2.7] Codename: DEMOLITIONIST
I've just got around to playing the new version - very nice. Very nice indeed. The extra polish is evident throughout. I thought I'd miss the original voice and probably set it back in the options but no! The new voice is amazing - very well done and much more entertaining while still absolutely being in keeping with the character. Great job.
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Re: [1.2.8] Codename: DEMOLITIONIST
Thank you so much for your praise, glad you enjoyed!
Anyway, 1.2.8 is out - After getting tired of compatibility patches for maps where fonts broke, I decided to take one step back and revert things. Now the mod's fonts are non-replacers once again, a change that wasn't actually hard to implement because of how much I've cleaned the code since the pre-1.2 days.
I mostly just did it because someone told me it breaks RAMP and there's no way I can write a patch for that considering how intricate its scripting is. But hey, everything works fine now, and this has also the added advantage of NOT breaking the entire HUD and other UI elements when someone decides to load a mod that changes vanilla fonts AFTER this one.
Anyway, 1.2.8 is out - After getting tired of compatibility patches for maps where fonts broke, I decided to take one step back and revert things. Now the mod's fonts are non-replacers once again, a change that wasn't actually hard to implement because of how much I've cleaned the code since the pre-1.2 days.
I mostly just did it because someone told me it breaks RAMP and there's no way I can write a patch for that considering how intricate its scripting is. But hey, everything works fine now, and this has also the added advantage of NOT breaking the entire HUD and other UI elements when someone decides to load a mod that changes vanilla fonts AFTER this one.
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Re: [1.2.8] Codename: DEMOLITIONIST
I figured it was a joke, but wanted to mention it just in case. I'll be on the hunt for that achievement now.
My opinion on the voice acting hasn't changed: I still really love it. I especially love the switch emoting, especially at The Waste Tunnels in Doom 2 where the Mega Armor is. Its very amusing to open one of the doors and hear Demo-chan let out a "Beep" right before blasting the imp inside with the Spreadgun, then repeat.
Also got a laugh out of blowing a kiss to a zombieman only to get shot, then kill it and hear Demo-chan say "Yeah? Well fuck you too."
EDIT: Started getting a "Save Failed: Attempt to save pointer to unhandled type NativeStruct<Font>" error after updating.
My opinion on the voice acting hasn't changed: I still really love it. I especially love the switch emoting, especially at The Waste Tunnels in Doom 2 where the Mega Armor is. Its very amusing to open one of the doors and hear Demo-chan let out a "Beep" right before blasting the imp inside with the Spreadgun, then repeat.
Also got a laugh out of blowing a kiss to a zombieman only to get shot, then kill it and hear Demo-chan say "Yeah? Well fuck you too."
EDIT: Started getting a "Save Failed: Attempt to save pointer to unhandled type NativeStruct<Font>" error after updating.
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Re: [1.2.8] Codename: DEMOLITIONIST
Yup, I got that too - I only had demolitionist and Doom2 loaded (started a game and then warped to map08 using changemap and saw the error). A save file at the start of the map was created though.mamaluigisbagel wrote:EDIT: Started getting a "Save Failed: Attempt to save pointer to unhandled type NativeStruct<Font>" error after updating.
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Re: [1.2.8] Codename: DEMOLITIONIST
What... I thought font pointers were serializable. Has Graf lied to me?
Edit: Turns out that's a GZDoom bug, it'll be fixed soon, I'm sure.
In the meantime, I've reuploaded the previous 1.2.7 patch release, which is unaffected.
Edit: Turns out that's a GZDoom bug, it'll be fixed soon, I'm sure.
In the meantime, I've reuploaded the previous 1.2.7 patch release, which is unaffected.
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Re: [1.2.8] Codename: DEMOLITIONIST
Hmm...I reverted to 1.2.7 and still got that error. Hope that problem gets fixed soon and I don't have to wipe my config file.....again.
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Re: [1.2.9] Codename: DEMOLITIONIST
Are you sure? I haven't noticed it happening with 1.2.7.
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Re: [1.2.9] Codename: DEMOLITIONIST
Update the GZdoom Windows devbuilds link, please!
https://devbuilds.drdteam.org/gzdoom/
Without the extra backslash at the end it doesn't work!
https://devbuilds.drdteam.org/gzdoom/
Without the extra backslash at the end it doesn't work!
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Re: [1.2.9] Codename: DEMOLITIONIST
Checked again, I was running the file I downloaded but it said it was still 1.2.8 so either the download was wrong or I wasn't paying attention and downloaded the wrong file. Weird.Marisa Kirisame wrote:Are you sure? I haven't noticed it happening with 1.2.7.
That being said, the newest build of GZDoom (April 8th) works with 1.2.8 and saves now.
EDIT: Aaaand I just now noticed its 1.2.9 now lol
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Re: [1.2.10] Codename: DEMOLITIONIST
Just had this crash when testing the mod with the new Bullet Time X mod, but I think this may have to do with the fact I just turned off the stat tracker (stats for kills/secrets/items on top right) and the minimap, since I do see "ItemCountTrack" in the error. It happens everytime I open an item box. (I'm trying to avoid calling it a loot box )
EDIT: The error is from 1.2.9, but I did test with 1.2.10 and get the same result.
EDIT 2: Without the Bullet Time X mod its fine, so it has to be an incompatibility with that mod. Welp.
EDIT: The error is from 1.2.9, but I did test with 1.2.10 and get the same result.
EDIT 2: Without the Bullet Time X mod its fine, so it has to be an incompatibility with that mod. Welp.
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Re: [1.2.10] Codename: DEMOLITIONIST
Something's destroying the player data thinkers. I've also noticed that activating bullet time with that mod resets the score to zero.
Edit: OH MY GOD THE CODE FOR THAT MOD IS SO HORRENDOUSLY NAIVE IT'S INTRODUCING MASSIVE BUGS.
OK, so, where do I even start. The damn thing, every time you toggle bullet time, first changes the statnums of any OBJECTS with STAT_SCROLLER to STAT_STATIC... And then when it goes off, it changes the statnums of ALL OBJECTS THAT HAVE STAT_STATIC BACK TO STAT_SCROLLER.
THIS IS SO WRONG, ON SO MANY LEVELS, I DON'T EVEN KNOW WHERE TO BEGIN. IT'S CHANGING MY STATIC THINKERS TO GODDAMN SCROLLERS AND BREAKING THEM.
Edit: OH MY GOD THE CODE FOR THAT MOD IS SO HORRENDOUSLY NAIVE IT'S INTRODUCING MASSIVE BUGS.
OK, so, where do I even start. The damn thing, every time you toggle bullet time, first changes the statnums of any OBJECTS with STAT_SCROLLER to STAT_STATIC... And then when it goes off, it changes the statnums of ALL OBJECTS THAT HAVE STAT_STATIC BACK TO STAT_SCROLLER.
THIS IS SO WRONG, ON SO MANY LEVELS, I DON'T EVEN KNOW WHERE TO BEGIN. IT'S CHANGING MY STATIC THINKERS TO GODDAMN SCROLLERS AND BREAKING THEM.
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Re: [1.2.10] Codename: DEMOLITIONIST
I mean it is brand new and I think they're still relatively new to modding? But at least I figured out it was that mod. Kinda hoping I won't regret mentioning it though... xD
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Re: [1.2.11] Codename: DEMOLITIONIST
1.2.11 released, with some critical bug fixes 'round the place. Includes some sanity checks to shift the blame of things breaking to other mods (you know who you are).