Target Spy 2.0.1
I additionally had to comment out flag.fp, grass.shader, lava.fp, fireplace.fp, frensel.fp, sky.fp and skydiff.fp reliant shaders from the GLDEFS to get it to load in Vulkan, on top of water.fp which is borked on both GL and Vulkan.
On the plus side, doing this made it run on VKDoom, and it is SMOOTH as butter there, even with a... somewhat overloaded Brutal Doom setup.
Got it sort of working for Barge's M50/M55 weapon back by converting them to use BrutalWeapon, but the UAC Survival Kit modpack is a no-go even after conversion. Perhaps something to do with its select animations (or rather the pack's lack thereof)?
EDIT: Something to do with what the currently held weapon uses as the Ready3 state. It matches up, Barge's snipers use Ready3 as the Zoomed in state, (M55Z A 1, A_ZoomFactor (8.0), that stuff.)
Added Ready3:
TNT1 A 0
Goto Ready
To the decorate lumps of both the det_pipebomb and det_satchelcharge and fixed it. No more getting stuck empty-handed when pairing this with the UAC Survival Kit!
Go ahead. RN I am working on other things atm. Mainly backporting the silenced pistols from Moddb.com to base v21 gold as a standalone addon, I already fixed a number of issues it had, but I am taking it for a test drive through a whole wad first to make sure it doesn't make the game wet itself. Don't want a repeat of what happened when I first uploaded this rifle without doing a full playtest first.
Should probably remove the nogravity flag from the DemonKey actor. It's making it float off into the sky unable to be picked up.
The Soul mode altfire was brutal...
Only issues are that a number of the custom elementals (tougher ones especially) are spawning with the Cacodemon pool instead of the Pain Elemental's, and many of the new foes (Notably the Dark Imps) aren't dropping bonuses when getting brutalized in their dying state, even though they should be dropping them, looking at the files.
In Project Brutality some weapons you pick up replace existing weapons in inventory with an upgraded variant. In here there are some mods for regular Brutal Doom like Barge's sniper rifles, the Platinum Nailgun backport, and the Quad Shotgun (personal fav) that work on the same principles.
The quad blast could use a buff, but man, Barons have never felt so much like prey until now...
On the assumption it's based on the latest staging build, many report that it doesn't load on 4.11. Try 4.10.
The head hitbox is disabled on incapacitated enemies. I am having trouble earning cruelty bonuses.
No, and most of them don't work with HoB either because they are missing key files.
Me too, I'm just getting a black screen.
I can confirm after removing all references to water.fp from GLDEFS that it is just that one shader that is borked. Took them out and the WAD loaded.
It still works, but choosing +user4 as the J grenade throw has resulted in compatibility issues with Platinum and Arthur's Edition.
ZDL is basically mandatory for more complex Doom mod loading. There are other launchers, but ZDL is the easiest to use.
Man I wish this continued development. Imagine having Eternal weapons in the mix, or having the Nazis drop a random assortment of Wolfenstein: The New Order weapons when slain.
summon bookspawner
My console is being spammed with
"PowerTurboST is not a type of powerup"
"PowerQuadDamageST is not a type of powerup" and it is pretty annoying.
I persist on using it solely because of its inventory feature.
Note if the maps make use of the Hub system, the Geiger system will cause an address zero abort if there is a damaging floor too close to the player on reentering the hub, even if the feature had been turned off.
Called from geiger_sensor.StateFunction.0 at UDV_3.0_A_BASE.2.zip:zcript.txt, line 161
Called from state geiger_sensor.0 in geiger_sensor
I have issues with vanilla Hell Knights randomly spawning around the map from the sound actors.
It keeps spawning me with the vanilla pistol and brass knuckles equipped regardless of what position in the load order I have the Reward Chests in. EOA, COD:BW, any mod that doesn't outright replace the two in code, it gives me these vanilla items instead of what I am supposed to spawn with.
Edit: Well with it abandoned with a critical bug, I assume this release is final. "Compatible with everything" is false advertising.
"Fully automatic. Intermediate caliber. Weapon. With. Airburst grenade launcher. Acquired."
It's possible with 15.ai around now. Could be used to create new voice cues, and replace mismatched old ones for weapon pickups.
Game keeps crashing after shooting down the helicopter.
A.I. disables upon reloading a save and nothing can re enable it, so you must either finish this mapset in one sitting or you start all over from the beginning. It works fine otherwise.
"Dynamic prop blackout: no sequence named:exit1" After the dream sequence, so my controls are permanently locked out and I cannot progress past this point.
EDIT: Copy the Blackout model files from hl2_misc_dir.vpk and the scenes folder from the base Mod and place them in the MMod patch's custom folder.
Uses MAP# instead of Episode#Map#, So Doom II
I'm getting a bug with the crucible. If I hit the quick chainsaw key with the crucible out, the sprite gets stuck and I cannot switch weapons or attack anymore.
Or just rename the .zip to .pk3
I don't think GZDoom cares about the name of a PWAD, only its contents.
Now this is cool, and one of the better ones here.
My only gripe is that the Ravager and Shotgun share different roles in practice, and the former should actually replace the SSG on pickup, not the shotgun.
CaptPatrick01
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