Disaster Jester v10: 'Spittin' Teeth and Kickin' Ass'
Forum rules
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.
-
- Posts: 692
- Joined: Fri Jan 13, 2017 9:08 pm
Re: Disaster Jester v6b: Crisis on Infinite Hangars (12/03/2
Might be an issue with the mappack itself, since it seems to use custom weapons.
-
- Posts: 333
- Joined: Thu Feb 25, 2016 2:01 pm
Re: Disaster Jester v6b: Crisis on Infinite Hangars (12/03/2
maybe. but it's again the closest mod that managed to work more or less with the mod itself. cause usually 1 of 2 things often happen. either 1. you get the weapons from the main mod itself. and can't switch to them. or 2. you get the new weapon from the gameplay mod. but it doesn't fill up your ammo for it. so usually it'd be just either your pistol or possibly the chaingun. i can pick up the MP40 from a dead SS Guard. and be able to use it and switch from that weapon and the others in the modLossForWords wrote:Might be an issue with the mappack itself, since it seems to use custom weapons.
-
- Posts: 692
- Joined: Fri Jan 13, 2017 9:08 pm
Re: Disaster Jester v6b: Crisis on Infinite Hangars (12/03/2
I think that's the pack's custom assets clashing with the mod.
Anyways, shouldn't be much of a problem, maybe it can be patched.
Anyways, shouldn't be much of a problem, maybe it can be patched.
-
- Posts: 333
- Joined: Thu Feb 25, 2016 2:01 pm
Re: Disaster Jester v6b: Crisis on Infinite Hangars (12/03/2
that would be cool. cause imagine seeing Harley Quinn in the world of Wolfenstein. i think also that if the keys can be fixed as well. it could be good to go as well on top of the other issues mentionedLossForWords wrote:I think that's the pack's custom assets clashing with the mod.
Anyways, shouldn't be much of a problem, maybe it can be patched.
-
- Posts: 692
- Joined: Fri Jan 13, 2017 9:08 pm
Re: Disaster Jester v6b: Crisis on Infinite Hangars (12/03/2
I have no idea what the key glitch is, but this should fix the machinegun spawns.
Load after WolfenDoom and before DJ.
Load after WolfenDoom and before DJ.
You do not have the required permissions to view the files attached to this post.
-
- Posts: 333
- Joined: Thu Feb 25, 2016 2:01 pm
Re: Disaster Jester v6b: Crisis on Infinite Hangars (12/03/2
well on the 1 hand it does work with the weapons the SS guards drop. but there's still the key problem. cause a lot of the levels within the mod. combined with this gameplay mod. it seems like the keys are replaced with something else thus locking you out of progress. like i played only the 1st 2 levels of the original missions. before i ran into the trouble of not getting any keys to use on locked doors. hell even the bosses who drop keys upon death usually don't do itLossForWords wrote:I have no idea what the key glitch is, but this should fix the machinegun spawns.
Load after WolfenDoom and before DJ.
-
- Posts: 692
- Joined: Fri Jan 13, 2017 9:08 pm
Disaster Jester v7: The Sounds of Comedic Justice (01/04/22)
April 1st. When Harley first dove into pure madness. Can you believe it?
That's right. a new version, spicy and filled with content's coming right up!
And i've got A LOT to mention here, so hold on to your seats.
Changelog:
-Charlie and Bertha make enemies explode into cute health bonuses that disappear overtime.
-Changed the Flamethrower's sound effects, and increased it's range, and now enemies set on fire don't drop flames when dead.
-Overhauled Harley Talk system! (Credits to Jekyll Grim Payne)
-Improved sound quality on a handful of taunts and sound effects, removed background noise on Assault On Arkham clips.
-Bazooka overhaul, new sprites and rocket turret altfire.
-Fixed issues with the Corkgun's missing puff, Thumper's projectiles not moving with moving floors and not spawning with the proper offsets.
-Added new explosive barrels, with colored explosions.
--New intro animation and game over screen. Shooting while the intro animation's playing will make Harley pop her bubble and draw her gun faster, in case you run into a hot start.
-Lowered the combo counter to 3.
-Cork-Shot now pushes enemies away.
-New Contingency Plan sprites, based on a certain Futuristic Robert's piece.
Grab it here, and grab it now!
That's right. a new version, spicy and filled with content's coming right up!
And i've got A LOT to mention here, so hold on to your seats.
Changelog:
-Charlie and Bertha make enemies explode into cute health bonuses that disappear overtime.
-Changed the Flamethrower's sound effects, and increased it's range, and now enemies set on fire don't drop flames when dead.
-Overhauled Harley Talk system! (Credits to Jekyll Grim Payne)
-Improved sound quality on a handful of taunts and sound effects, removed background noise on Assault On Arkham clips.
-Bazooka overhaul, new sprites and rocket turret altfire.
-Fixed issues with the Corkgun's missing puff, Thumper's projectiles not moving with moving floors and not spawning with the proper offsets.
-Added new explosive barrels, with colored explosions.
--New intro animation and game over screen. Shooting while the intro animation's playing will make Harley pop her bubble and draw her gun faster, in case you run into a hot start.
-Lowered the combo counter to 3.
-Cork-Shot now pushes enemies away.
-New Contingency Plan sprites, based on a certain Futuristic Robert's piece.
Grab it here, and grab it now!
-
- Posts: 692
- Joined: Fri Jan 13, 2017 9:08 pm
Re: Disaster Jester v6b: Crisis on Infinite Hangars (12/03/2
Unfortunately, i have no idea how to fix this. The way WolfenDoom does the key/chaingun spawn thing can't be fixed by just a patch, i believe.MrRumbleRoses wrote:well on the 1 hand it does work with the weapons the SS guards drop. but there's still the key problem. cause a lot of the levels within the mod. combined with this gameplay mod. it seems like the keys are replaced with something else thus locking you out of progress. like i played only the 1st 2 levels of the original missions. before i ran into the trouble of not getting any keys to use on locked doors. hell even the bosses who drop keys upon death usually don't do itLossForWords wrote:I have no idea what the key glitch is, but this should fix the machinegun spawns.
Load after WolfenDoom and before DJ.
EDIT: Updated the mod again, and the patch. Changed the internal name of the Machinegun to prevent clashing.
Can't make any promises, but i tried.
You do not have the required permissions to view the files attached to this post.
Last edited by LossForWords on Fri Apr 01, 2022 2:10 pm, edited 1 time in total.
-
- Posts: 333
- Joined: Thu Feb 25, 2016 2:01 pm
Re: Disaster Jester v6b: Crisis on Infinite Hangars (12/03/2
who knows. it would be nice if someone made the WolfenDoom mods have a version to where gameplay mods can be used. caus again. how awesome and funny would it be to see Harley Quinn in Wolfenstein. well. i guess for now, i can have her in Doom 64 & Heretic to name a fewLossForWords wrote:Unfortunately, i have no idea how to fix this. The way WolfenDoom does the key/chaingun spawn thing can't be fixed by just a patch, i believe.MrRumbleRoses wrote:well on the 1 hand it does work with the weapons the SS guards drop. but there's still the key problem. cause a lot of the levels within the mod. combined with this gameplay mod. it seems like the keys are replaced with something else thus locking you out of progress. like i played only the 1st 2 levels of the original missions. before i ran into the trouble of not getting any keys to use on locked doors. hell even the bosses who drop keys upon death usually don't do itLossForWords wrote:I have no idea what the key glitch is, but this should fix the machinegun spawns.
Load after WolfenDoom and before DJ.
-
- Posts: 692
- Joined: Fri Jan 13, 2017 9:08 pm
Re: Disaster Jester v7: The Sounds of Comedic Justice (01/04
If nothing works, Operation Arctic Wolf + Bratwurst/Kriegsland Monsters for that Harley vs the Reich experience.
-
- Posts: 333
- Joined: Thu Feb 25, 2016 2:01 pm
Re: Disaster Jester v7: The Sounds of Comedic Justice (01/04
now that sounds interestingLossForWords wrote:If nothing works, Operation Arctic Wolf + Bratwurst/Kriegsland Monsters for that Harley vs the Reich experience.
-
- Posts: 692
- Joined: Fri Jan 13, 2017 9:08 pm
Re: Disaster Jester v7: The Sounds of Comedic Justice (01/04
Updated again, minor this time.
Harley does a flying kick when kicking in mid-air.
Same damage, but faster and with a stronger forward thrust.
Renamed the frosting grenade's sprites, to prevent conflict with certain wads.
Harley does a flying kick when kicking in mid-air.
Same damage, but faster and with a stronger forward thrust.
Renamed the frosting grenade's sprites, to prevent conflict with certain wads.
-
- Posts: 692
- Joined: Fri Jan 13, 2017 9:08 pm
Re: Disaster Jester v7: The Sounds of Comedic Justice (01/04
Minor update, and an announcement.
Fixed the ending theme not playing properly, tweaked some stuff, and finally added Batman Doom compatibility!
Link in the first post.
Fixed the ending theme not playing properly, tweaked some stuff, and finally added Batman Doom compatibility!
Link in the first post.
-
- Posts: 333
- Joined: Thu Feb 25, 2016 2:01 pm
Re: Disaster Jester v7: Holy Compatibility Patch, Batman!
with the latest update and stuff. i just had to give it a whirl. hahaha. https://twitter.com/MrRumbleRoses/statu ... 02/photo/1
Edit: so, with this mod playable with the Batman Doom Reborn mod and trying it out a bit. one thing i would recommend if possible. make the enemies. common enemies at least drop weapons and or ammo. so far i've been having to deal with using my fist and saving ammo for my main gun. also. for the main mod itself. i'd recommend Harley not to deliver a kick for the final blow when doing the melee combo stuff. cause it's something that can't seemed to be stopped. and it can get ya killed in some situations
Edit: so, with this mod playable with the Batman Doom Reborn mod and trying it out a bit. one thing i would recommend if possible. make the enemies. common enemies at least drop weapons and or ammo. so far i've been having to deal with using my fist and saving ammo for my main gun. also. for the main mod itself. i'd recommend Harley not to deliver a kick for the final blow when doing the melee combo stuff. cause it's something that can't seemed to be stopped. and it can get ya killed in some situations
-
- Posts: 692
- Joined: Fri Jan 13, 2017 9:08 pm
Re: Disaster Jester v7: Holy Compatibility Patch, Batman!
Alright, updated the combo. The kick and uppercut are now separate, and slightly faster than before.
Also, here's a patch you might be interested in. Finally solved a certain mod's long standing problem.
https://drive.google.com/file/d/1DKNFiE ... Hg35v/view
Also, here's a patch you might be interested in. Finally solved a certain mod's long standing problem.
https://drive.google.com/file/d/1DKNFiE ... Hg35v/view