The Legend of DOOM (v1.1.0)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- ryoshenron
- Posts: 6
- Joined: Fri Jan 19, 2018 11:03 pm
Re: The Legend of DOOM (v1.1.0)
Does multiplayer coop work at all on this? I haven't seen it mentioned anywhere so I'm guessing no? I know gzdoom mods that use a lot of special scripting without multiplayer in mind end up not working in multiplayer mode. I really wish more of the cool TCs like this supported coop though.
- kalensar
- Posts: 456
- Joined: Sun Mar 21, 2021 9:40 pm
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- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: The Legend of DOOM (v1.1.0)
Multiplayer is not enabled on this mod. Its built to be like the NES game for single player.ryoshenron wrote:Does multiplayer coop work at all on this? I haven't seen it mentioned anywhere so I'm guessing no? I know gzdoom mods that use a lot of special scripting without multiplayer in mind end up not working in multiplayer mode. I really wish more of the cool TCs like this supported coop though.
- tsukiyomaru0
- Posts: 297
- Joined: Sat May 29, 2010 6:20 pm
Re: The Legend of DOOM (v1.1.0)
Here's an UI idea: add the "Weapon Numbers", along with passive items on the UI so we can tell what we have.
Re: The Legend of DOOM (v1.1.0)
That's a good idea. I also need to add some indicator that the boomerang is always available as the alt-fire.tsukiyomaru0 wrote: ↑Sat Nov 12, 2022 3:52 am Here's an UI idea: add the "Weapon Numbers", along with passive items on the UI so we can tell what we have.
Are you aware that the list of what you have is available on the Pause screen? I feel like a lot of people are unaware of this since I moved the item/triforce display from the automap to the pause screen.
- Wivicer
- Posts: 367
- Joined: Sat Jul 27, 2013 4:39 pm
- Graphics Processor: nVidia (Modern GZDoom)
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Re: The Legend of DOOM (v1.1.0)
Wow. Being able to circle strafe makes dealing with the enemies WAY easier.
This is fun!
This is fun!
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- Posts: 263
- Joined: Mon Jun 06, 2016 11:26 pm
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- Operating System Version (Optional): Widnows 11
- Graphics Processor: nVidia with Vulkan support
Re: The Legend of DOOM (v1.1.0)
Picked up 1.1.0, still have the issue where you can use multiple keys on a single door on accident.
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- Operating System Version (Optional): Widnows 11
- Graphics Processor: nVidia with Vulkan support
Re: The Legend of DOOM (v1.1.0)
Figured it's probably an easy fix. Took me a bit initially to figure out what was happening. Every now and then I'd just not have enough keys, and be confused about it.