Ah yes, a Cacoward, ModDB MOTY winner, likely the mod to inspire a core mechanic in the new DOOM games, needs more attention. Sure.
Ah yes, a Cacoward, ModDB MOTY winner, likely the mod to inspire a core mechanic in the new DOOM games, needs more attention. Sure.
This is due to using Freedoom. The way the Baron of Hell is programmed, it calls the original sprites from DOOM 1/2 on occasion, but these sprites are not present in the Freedoom WAD file or Brutal DOOM's .PK3 file.
Simplified: Different sprites with the same name in Freedoom.
If you can tolerate it, you could try running ZDoom. It is a software renderer, so you'll lose a lot of the cool GZDoom specific effects, but, otherwise, it is identical.
ZDoom can be found here.
Keep on trucking, friend.
It would seem that loading the mod with ZDE is the cause of these errors.
I am unsure as to why this is, as ZDE loads mods based on two configurations (ascending and descending). I use descending, which loads Brutal Doom first, then your addon.
However, if I load the mods via a Skins folder, they work as intended (good ******* work btw).
So, you see, I am befuddled, to say the least. The problem is on my end.
Which version of GZDoom do you use to run this mod?
I have tried using 1.8.10, 2.3.2 and the development builds.
I have also tried using Zandronum 2.1.2 and it's development builds.
None of those have worked.
Sorry if I come off as rude or negative, just looking for info so I can try this out.
GZDoom 1.8.10 or GZDoom 2.3.2 would be better, depending on your hardware.
1.8.10 can be found here.
Forum.drdteam.org
2.3.2 can be found here.
Gzdoom.drdteam.org
My computer is telling me that there is a virus in this file. Is there an .exe file in there or something? It won't let me download it at all.
There is indeed a Tyranid mod. Moddb.com
Try grabbing a new version of Zandronum, GZDoom or ZDoom (if that's how you role).
GZDoom 1.x builds Devbuilds.drdteam.org
GZDoom 2.x builds (require OpenGL 3.x) Devbuilds.drdteam.org
Zandronum 3.0 Zandronum.com
ZDoom 2.x builds Devbuilds.drdteam.org
I support this idea 100%. What say you Painkiller?
Zandronum being a multiplayer fork of GZDoom.
The torch issue occurs only if your sound settings aren't setup properly.
If you're using GLOOME, I don't know how to fix this issue. If you're using GZDoom or Zandronum, try changing your sound settings. I believe FMOD fixes the issue.
Just to let you know, there are many features only available in GZDoom and Zandronum, as they rely on things only GZDoom and Zandronum can do.
I understand why you use ZDoom, I'm just letting you know you're missing out on a lot.
As for the footprints issue, I think it is safe to say that it might be a GZDoom exclusive thing. COrrect me if I'm wrong ModDB.
You also don't have to use ZDL, as there is a more accessible program called ZDE on the ZDoom Forums.
Though you do still need to mess with the load order (which really isn't as big a pain as you suggest; it only takes some getting used to, like having to swap between disks i.e. Mass Effect 3).
That is due to your Sound settings within the Source port you use. GLOOME noticeably has this problem as it lacks the files to prevent this from happening. GZDoom and Zandronum have the option to change how sound is played via their Sound options menus.
I've had this issue several times, and the only way I've found to fix it is to have the person spawning as an unwanted class start a solo game and select their class, then quit and restart the multiplayer game.
Hopefully Pain can find a better fix for this in the future.
EDIT: And no, we were not loading BD with PB. That's kinda made explicitly clear that you don't need BD.
Would just like to point out some sprites, at least the Health Vials, that you my like Painkiller.
I've already them into my copy of PB, and I must say they look wonderful.
Never got around to throwing in my two cents here, but I'd like to say I do love that the sentry gun beeps. I'm not being sarcastic btw.
Reason being is because it alerts players to it's presence far more easily than if it were to, uh, "whrrr" like they do in other games (though the sound they make in the Jedi Knight games is downright horrifying).
M'kay. I seriously cannot wait for this!
Try ZDE Forum.zdoom.org
Makes everything a lot easier and more organized. Also less manual.
Just to point out, rereading your statement, I do not see where you referred to them as anything but zombies. Only a mention of "shotgunners" with no reference to whether or not they were anything but shotgunners. The only specific mention of what they were was when you called them "walking corpses possessed by demons."
That is super nit-picky and I am an *******. I apologize.
The "zombies" aren't actually zombies. They're actually called Former Humans; just people possessed by demonic spirits.
That extraordinarily deviates from Traditional mode's goal of emulating vanilla Doom's style, therefor defeating its entire purpose. Hence the reason I felt it necessary to say that adding an assault rifle option would also deviate too much from the mode's goals.
Sad that even I had to use "deviate" in negative connotations.
While I do agree that giving the player a stronger starting weapon is a good idea, I still think just making the pistol a little stronger and a little more accurate would be a much better alternative to giving the player an assault rifle.
It is your mod, and you will do whatever you wish, but I feel that giving the player the option to have an assault rifle just seems pointless; you might as well just play BDv20 mode.
If you're dead-set on giving the player a rifle, why not give them one based on the Doom alpha rifle (fires one shot per trigger pull, but way more damage and more accuracy than pistol)? Best of both worlds, I think.
GZDoom is also functional for multiplayer, but it's only really stable for LAN play.
This works with GZDoom 1.8.10 and GLOOME.
These are found in the following links.
You ever try turning Decals down to 0? I'm pretty sure that makes absolutely no blood appear on walls (though I'm not sure about the ceiling and floor).
The pistol may have sucked, but it was capable of killing Imps in 6 shots, and anything weaker in 2-4.
It would, at the very least, be nice to be able to kill Former Humans with them. Wads like Going Down are a lot harder than they are in vanilla Doom with such an under-performing pistol.
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