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Can we get an explanation of what some of the items do? I don't quite understand the function of the switchblade and whatever the thug has.
Firing the rocket launcher seems to be crashing my game.
Here's a screenshot of the error:
Edit: Doesn't happen on the weapon test map
Or at least how to see the individual .WADs? In Slade the .pk3 just opens up to the files themselves.
NVM should have read comments
I know I put this in the wrong place before, so I'll ask here, any chance for a version with the Ketchup mod?
I think this is brilliant, but is there any chance of getting this working with Ketchup?
Script error "ketchupV5.pk3:decorate.blood.txt" line 545: Expected ',', got '|'.
Do the custom HUDs work on GZdoom? I can't seem to get them working, GZDoom's normal HUD settings are applied instead.
Looking forward to it!
Nice! It does look much better imo.
Hey, just wanted to say that I found this through the RPS article and I really hope it gets some recognition like Brutal Doom has. I've got a couple questions and a couple bugs (which you likely already know about).
1. Is the slidekick meant to have pretty much infinite range? Seems odd. I'm also not sure what situations disallow it's use, because sometimes I'll chain one after another, sometimes I need to wait a moment before using it again.
2. Will there be an option to revert the changes to the jumping mechanics? Quake just doesn't feel like Quake anymore with moonbounce double jumps.
Anyways, about those bugs..
I noticed a bunch of Scrags that appeared to spawn during a Scrag's death animation. I'm not sure if the bits of gore turned into whole models, or what caused the bug, but one moment I shot the scrag, the next time I looked there were somehow five of them, and a moment later they all despawned. Odd.
Also, you're probably aware of this, but 50% of the time the gore physics really jack up and some solider's head (or the whole solider sometimes) would launch to the moon if there wasn't a ceiling or wall to stop them.