The Monstrous Weapons mod
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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.
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Re: The Monstrous Weapons mod
Version 1.9 is released!
It adds a LOT of new stuff.
The Chex Quest patch has been updated.
The addon is now released. Use the althud so you can see your mag.
It adds a LOT of new stuff.
The Chex Quest patch has been updated.
The addon is now released. Use the althud so you can see your mag.
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Re: The Monstrous Weapons mod
And I thought I flooded my mod's thread with my own posts... About 90% percent of these posts appear to be yours, just a suggestion: maybe post less frequently and edit preexisting posts. Just a thing wildweasel taught me once when I first made TAOD if I recall correctly
I do understand that you really want to keep this mod alive, but you should really dial back post-wise.
A post a month with an update taped to it or even when you finish an update and post that after like 3 months should be more than enough, sorry if I sound like a backseat-moderator here, but if want people to take a lookie at your mod, you should do the following (this what I tend to typically do, other people may do different things with their mods so take this with a dash of salt)
1. wait for people to have a go at your mod, and wait for feedback
2. Touch some grass (you don't actually have to do this)
3. be sure to have a substantial monthly update cocked and loaded when the time comes
4. when you post the update, edit the OP saying "update [UPDATE VERSION] is out now!"
5. be sure to announce your monthly update, also, add any feedback you get in quotes in the announcement post. This is so the thread doesn't drown when you make an update...
I could go on for hours, but I'm not going to, sorry if this post is a little on the aggressive side, just giving some suggestions on what you could do when announcing updates for this mod in the future.
Take care

I do understand that you really want to keep this mod alive, but you should really dial back post-wise.
A post a month with an update taped to it or even when you finish an update and post that after like 3 months should be more than enough, sorry if I sound like a backseat-moderator here, but if want people to take a lookie at your mod, you should do the following (this what I tend to typically do, other people may do different things with their mods so take this with a dash of salt)
1. wait for people to have a go at your mod, and wait for feedback
2. Touch some grass (you don't actually have to do this)

3. be sure to have a substantial monthly update cocked and loaded when the time comes
4. when you post the update, edit the OP saying "update [UPDATE VERSION] is out now!"
5. be sure to announce your monthly update, also, add any feedback you get in quotes in the announcement post. This is so the thread doesn't drown when you make an update...
I could go on for hours, but I'm not going to, sorry if this post is a little on the aggressive side, just giving some suggestions on what you could do when announcing updates for this mod in the future.
Take care

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Re: The Monstrous Weapons mod
That's because no one plays this mod. It's not THAT great TBH, but it's fun that's for sure.About 90% percent of these posts appear to be yours
I already dobe sure to have a substantial monthly update cocked and loaded when the time comes

Thanks for the feedback? Have you played the mod?I could go on for hours, but I'm not going to, sorry if this post is a little on the aggressive side, just giving some suggestions on what you could do when announcing updates for this mod in the future.
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Re: The Monstrous Weapons mod
1. I feel that. Doubly so for the doomworld thread for TAODyum13241 wrote: ↑Fri Mar 24, 2023 1:12 amThat's because no one plays this mod. It's not THAT great TBH, but it's fun that's for sure.About 90% percent of these posts appear to be yours
I already dobe sure to have a substantial monthly update cocked and loaded when the time comes
Thanks for the feedback? Have you played the mod?I could go on for hours, but I'm not going to, sorry if this post is a little on the aggressive side, just giving some suggestions on what you could do when announcing updates for this mod in the future.
2. Guess that arguement's null-and-void

3. I don't think I played it, I think I did download it, I'll check it out when I have time

Take care.
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Re: The Monstrous Weapons mod
Mod's broken for the latest version of gzdoom (4.10.0), I'm talking "execution could not continue" broken. A patch might need to be made to counteract this.
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Re: The Monstrous Weapons mod
What's the error? Also, are you loading the addon?
EDIT: It works fine on my end.
EDIT: It works fine on my end.
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Re: The Monstrous Weapons mod
This is with the addon in gzdoom 4.10.0
Script error, "MW_ADDON_v1.0.pk3:decorate/eweapons.dec" line 1:
EnforcerE must inherit from Weapon but doesn't.
this is with the chex quest patch in gzdoom 4.10.0
Script error, "MW_Chex_v1.9.pk3:mapinfo.chex" line 5:
Expected 'true' but got string constant "True" instead.
The actual mod itself appears to load just fine.
Script error, "MW_ADDON_v1.0.pk3:decorate/eweapons.dec" line 1:
EnforcerE must inherit from Weapon but doesn't.
this is with the chex quest patch in gzdoom 4.10.0
Script error, "MW_Chex_v1.9.pk3:mapinfo.chex" line 5:
Expected 'true' but got string constant "True" instead.
The actual mod itself appears to load just fine.
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Re: The Monstrous Weapons mod
I'll upload a fixed Chex Quest patch now. For the addon, make sure it's loaded AFTER the main mod.
EDIT: Uploaded a new Chex Quest patch. It MUST be loaded AFTER the main mod, as usual.
EDIT: Uploaded a new Chex Quest patch. It MUST be loaded AFTER the main mod, as usual.
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Re: The Monstrous Weapons mod
BTW the screenshots are INCREDIBLY OLD, they were probably from like 1.0 or smth 

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Re: The Monstrous Weapons mod
Hello yum! This is a pretty cool mod!
Sorry if i could not reply to your PM but could you send me your discord please so we could talk about the mod we are working on
Sorry if i could not reply to your PM but could you send me your discord please so we could talk about the mod we are working on
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Re: The Monstrous Weapons mod
Would you like me to add more gun to your guns?
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Re: The Monstrous Weapons mod
I already have an addon, what you like to add, deltaboi? I read "gun" as "guns" the first time around, you mean you want to beef up the weapons, right? What would you exactly do?
Also I have a WIP mod based off of PerK Weapons Enhanced.
There's also a complete rewrite I haven't released yet. (I should release it soon, since I haven't touched it in ages)
I sent it in a PM to avoid getting mass spammed by everyone. If that doesn't work then I'll just have to blurt it out.Deadware studios wrote: ↑Tue May 23, 2023 4:24 pm Hello yum! This is a pretty cool mod!
Sorry if i could not reply to your PM but could you send me your discord please so we could talk about the mod we are working on
Also I have a WIP mod based off of PerK Weapons Enhanced.
There's also a complete rewrite I haven't released yet. (I should release it soon, since I haven't touched it in ages)
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Re: The Monstrous Weapons mod
I need to make sure if your "beefing up" matches the spirit of my mod. The mod is the source code, have @ it.