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Thanks. Now the seeker Rocket and chain lightning works on skulltag and zandronum. Your help saved me a lot of time. ;-)
Glad to hear it. ;-)
There will be one new monster. The attacks of the Priest has been improved and a few monsters got alternative deaths. The shot of the BFG can be charged like the melee attacks. Two new amazing music tracks by John S Weekley. Two new magazines and some other changes.
And I am also working on a compatibility mod that will allow to play psychophobia with BrutalDoom. First version already works. But there is also some other work to do.
If you mean the Hexen from Id Software then it will work. You can define Hexen as gametype in the wad.ini. So it is possible to categorize the wads.
I have already 140 Wads in my wad.ini. :P I am playing most of them with BrutalDoom. Maybe I will make PsychoPhobia BrutalDoom compatible. But first the next versin must be ready. Today (and yesterday) I spend some hours to finish some stuff that my brother began. There are only some small changes to be done. But my bro has no time, and he is the only one who can finish the last changes. :(
I already added this to the new version 2.25. But I dont know when I will release it. ;-)
Many of the old monsters are also in ZBloodpak.
I will try to make it Zandronum compatible. Because me and my brother are playing in coop too. ;-)
The only problem is the new A_Seekermissile function of zdoom. GZDooM has it too, but Skulltag and Zandronum not. I hope they will build it into the next Zandronum version, but I am not sure if they plan to do it. So I will have to find a workaround for this problem.
You must set the renderer to opengl. In Softwarerenderer there will be glitches and no 3d stuff.
To start it follow the "how to start PsychoPhobia.txt" file in the readme folder.
Skulltag does not support all the new functions from the newer zdoom versions. I hope Zandorum will support all of them soon.
You need 3d-weapons, 3d-player and 3d-decorates. Without there will be graphic glitches.
Sorry, but this is not possible. We tried to make all the stuff in 2d and 3d. But for some objects (like weapons and player) it is not possible. The only way would be to make two different versions of PsychoPhobia. But that would be too much work.
If you find one spell you can select it with the key "8". Then you need to select a spell for one of the mousebuttons. You can do it with Numpad1 for the left button and with Numpad2 for the right button. You can also change the keybindings in the control-menu if you want.
Some of the old magic weapons has been removed.
As PRIMEVAL wrote it is not possible. Usually it worked also with skulltag. But the current version is using a function that is not implemented in skulltag yet. So gzdoom is the only port for now.
You need to know the class-name of the monster you want to spawn. You can extract the PsyhcoPhobia.pk3 and take a look into this folder "<PsychoPhobia>\Actors\Monster". There are all the monster-files. You can open them with Notepad or onother text-editor.
The command is for example "summon Afrit".
We will take a look on it.
My bro is working on Episode 3, but he is very busy with his it-training. So the progress is very very slow for now.
I wish they would be ready, but the progress is going very slow.
It is a little bit more, but not much. My bro (Buther) is poor on time since he began his education. And he is the main map builder. I am working since 2 years on one map. And it is still not even 50% ready. So it will take some time until episode 3 will be ready. Sorry.
Will be fixed in the next release.
The problem is, that if I change it, it will be no longer possible to change the weapon during the reloading sequenze.
I will try to find the problem.
Some of them are from Risen3D.
To use magic spells you have to select the magic hands (8) (also called in PsychoPhobia Energy Projector) and then select the spell for the mouse buttons. Default there is the button "num1" for the mousebutton 1 and num2 for mousebutton 2. If you found only one spell you can select only one. If you have more you can set the spells you like on the mousebuttons. Like in Solodos second post bellow.
Probably same problem like above. You have to switch to the opengl renderer. Only in this mode gzdoom and skulltag uses 3d-models. In the software-renderer-mode they are no 3d-models and some of the objects and HUD-weapons are only in 3d.
Then your game runs probably in the software-renderer-mode. You have to switch to opengl. Maybe you have to install opengl drivers first. I am not familiar with mac OS.
We removed some of the monsters. That is the reason why there are some empty places.
Probably. The 2d-versions are copies of the priest. But there is no 3d-model asignet to them. Thats the reason why they are in 2d.
We removed them, because they did not fit the doom universe in our opinion.