The Monstrous Weapons mod

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yum13241
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Re: The Monstrous Weapons mod

Post by yum13241 »

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.
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DELTAtheDboi005
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Re: The Monstrous Weapons mod

Post by DELTAtheDboi005 »

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 :wink:

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) :lol:

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 :)
yum13241
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Re: The Monstrous Weapons mod

Post by yum13241 »

About 90% percent of these posts appear to be yours
That's because no one plays this mod. It's not THAT great TBH, but it's fun that's for sure.
be sure to have a substantial monthly update cocked and loaded when the time comes
I already do :)
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.
Thanks for the feedback? Have you played the mod?
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DELTAtheDboi005
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Re: The Monstrous Weapons mod

Post by DELTAtheDboi005 »

yum13241 wrote: Fri Mar 24, 2023 1:12 am
About 90% percent of these posts appear to be yours
That's because no one plays this mod. It's not THAT great TBH, but it's fun that's for sure.
be sure to have a substantial monthly update cocked and loaded when the time comes
I already do :)
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.
Thanks for the feedback? Have you played the mod?
1. I feel that. Doubly so for the doomworld thread for TAOD

2. Guess that arguement's null-and-void :lol:

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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DELTAtheDboi005
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Re: The Monstrous Weapons mod

Post by DELTAtheDboi005 »

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.
yum13241
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Re: The Monstrous Weapons mod

Post by yum13241 »

What's the error? Also, are you loading the addon?


EDIT: It works fine on my end.
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DELTAtheDboi005
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Re: The Monstrous Weapons mod

Post by DELTAtheDboi005 »

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.
yum13241
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Re: The Monstrous Weapons mod

Post by yum13241 »

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.
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DELTAtheDboi005
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Re: The Monstrous Weapons mod

Post by DELTAtheDboi005 »

Cool :)
yum13241
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Re: The Monstrous Weapons mod

Post by yum13241 »

BTW the screenshots are INCREDIBLY OLD, they were probably from like 1.0 or smth :)
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Deadware studios
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Re: The Monstrous Weapons mod

Post by Deadware studios »

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
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DELTAtheDboi005
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Re: The Monstrous Weapons mod

Post by DELTAtheDboi005 »

Would you like me to add more gun to your guns?
yum13241
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Re: The Monstrous Weapons mod

Post by yum13241 »

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?
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
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.

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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DELTAtheDboi005
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Re: The Monstrous Weapons mod

Post by DELTAtheDboi005 »

yum13241 wrote: Wed May 24, 2023 10:06 pm 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?
Leave it to me buddy-boi :P
yum13241
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Re: The Monstrous Weapons mod

Post by yum13241 »

I need to make sure if your "beefing up" matches the spirit of my mod. The mod is the source code, have @ it.

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