Outcast [v1.5b] - new Virus class added!
Re: Outcast [v1.32] - now with new Terminator mode!
Does Outcast require Zandronum 3.0? I am using Zandronum 2.1.2.
Could it be because of flags I am using that you might not have expected?
dmflags 1329152
dmflags2 69215552
compatflags 4
Zandronum dmflags 80
Zandronum compatflags 0
Could it be because of flags I am using that you might not have expected?
dmflags 1329152
dmflags2 69215552
compatflags 4
Zandronum dmflags 80
Zandronum compatflags 0
"For the world is hollow, and I have touched the sky."
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Re: Outcast [v1.32] - now with new Terminator mode!
No, even though Zandronum 3.0 would help with a lot of stuff, it's not nearly as much of an improvement for Outcast as ZDoom 2.8 would be (flawless point system among other things) so I might as well keep it to the official version.
I hosted a server with these exact flags and it works fine. However, using +outcast_globalrank 1 on Doomseeker didn't do anything, I had to set it manually via RCon.
I also noticed Survival is still buggy as hell when it comes to resetting the rank to map start. I wish Zandronum simply restarted EVERYTHING to map start when players failed to beat the level in Survival, including global variables... unfortunately that doesn't happen so I have to mess with GetGameModeState and other stuff that doesn't seem to be very reliable.
I hosted a server with these exact flags and it works fine. However, using +outcast_globalrank 1 on Doomseeker didn't do anything, I had to set it manually via RCon.
I also noticed Survival is still buggy as hell when it comes to resetting the rank to map start. I wish Zandronum simply restarted EVERYTHING to map start when players failed to beat the level in Survival, including global variables... unfortunately that doesn't happen so I have to mess with GetGameModeState and other stuff that doesn't seem to be very reliable.
Re: Outcast [v1.32] - now with new Terminator mode!
Typing it in the console worked for me. It's hassle to have to do it that way, but that's not your fault.
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Re: Outcast [v1.4] - United Monsters of the Doom Engine
I've been taking a break but seeing the Delta Invasion + Outcast server with 16 people today encouraged me to at least fix some rather game-breaking issues, coupled with small fixes I had sitting around. Version 1.4 can now be downloaded from Best Ever, linked on the original post.
Spoiler: Changelog (Open)
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Re: Outcast [v1.5] - new Virus class added!
So yeah I stopped being lazy and finished the Virus class. Version 1.5 is now linked in the original post! Some bugfixes and small adjustments (Hexen guys can strafe now, woo!) are here along with the shiny new MSPaint monsters.
Damagefactors are also here now and they make this MUCH more balanced for Survival. It's far from a perfect system (I'm looking at you, Heretic) but it's still a huge step up for Survival gameplay and I encourage you to try it out with your favorite megawads.
Damagefactors are also here now and they make this MUCH more balanced for Survival. It's far from a perfect system (I'm looking at you, Heretic) but it's still a huge step up for Survival gameplay and I encourage you to try it out with your favorite megawads.
Spoiler: Changelog (Open)
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Re: Outcast [v1.5] - new Virus class added!
For some reason when i spawn in any game of OutCasts v1.5 i start with a score of 6500 and that unlocks all the monsters at the start. Thus can not get the feeling of progression i want D:
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Re: Outcast [v1.5] - new Virus class added!
Check the CVar outcast_startrank in your console; it's likely set to a high amount, which instantly awards you the points equivalent to reaching that rank (this is a limitation of the rank system implemented in Outcast). To start as the first monster, simply change it to 0.Doom 4 Is Not That Bad wrote:For some reason when i spawn in any game of OutCasts v1.5 i start with a score of 6500 and that unlocks all the monsters at the start. Thus can not get the feeling of progression i want D:
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Re: Outcast [v1.5] - new Virus class added!
Thank you very much.
Re: Outcast [v1.5] - new Virus class added!
A player on my server found a glitch. He suicided as a land carrier and then was able to move around without selecting a monster. He was able to use switches and grab keys and other things, all while being ignored by monsters. He exploited it to speed through map after map.
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Re: Outcast [v1.5] - new Virus class added!
I haven't touched Doom in several months and don't plan on returning to this mod anytime soon, but I'll definitely look into any bugs found and if needed upload hotfixes.Empyre wrote:A player on my server found a glitch. He suicided as a land carrier and then was able to move around without selecting a monster. He was able to use switches and grab keys and other things, all while being ignored by monsters. He exploited it to speed through map after map.
That's a nice catch, I see what happened: he summoned an Air Carrier, which freezes you completely for about 40 tics, and then unfreezes you - by suiciding and respawning within this timeframe, the player was unfrozen in the spawn state.
This should be easy to fix within the script by checking whether the player is still a Land Carrier before unfreezing him. This is likely also possible to exploit with other events that freeze the player, such as the Entity splitting and D'Sparil's serpent falling, so I will check on all of those. Thank you for reporting that.
I've uploaded v1.5b and updated the links on the original post. Along with this issue, a couple of other very minor bugs have been fixed.
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Re: Outcast [v1.5] - new Virus class added!
Is this the new Internal Conflict?
dewsome: i can do this all day
dewsome: do you think you're somehow special? i spent years arguing with nostar, jenova, mobius
dewsome: do you think you're somehow special? i spent years arguing with nostar, jenova, mobius
Alfonzo ~ "I wonder who will hear him trash talk when the dirt closes over him?"<+Thomas13> Mobius u r inferior, go outside and get beaten up
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Re: Outcast [v1.5] - new Virus class added!
I think I played that once in a server filled with people where it was a huge mess with a bunch of random crap thrown everywhere (which is what most people seem to like nowadays anyway). Don't remember though so I can't say anything about it. Regardless, never bothered to look up other "monster mods" to see how similar or how different mine is from them, I honestly couldn't care less.Mobius wrote:Is this the new Internal Conflict?
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Re: Outcast [v1.5] - new Virus class added!
this was more of a coop wad mobius
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Re: Outcast [v1.5] - new Virus class added!
Thanks for fixing this.
"For the world is hollow, and I have touched the sky."
Re: Outcast [v1.5b] - new Virus class added!
I have a couple suggestions for player classes. Wolfenstein 3D and Hacx Twitch n' Kill.
Re: Outcast [v1.5b] - new Virus class added!
Or Chex Quest as a joke class
Re: Outcast [v1.5b] - new Virus class added!
Even a Blood class would be cool
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Re: Outcast [v1.5b] - new Virus class added!
I try running Outcast with Zandronum and it isn't currently working. The game attempts to load up but it hangs on the load screen with the words "FATAL ERROR" at the top of the startup screen. I am using these files to run the game and in this load order: skulltag_content2.1, outcast_skulltagpatch, and outcast_v1.5b. Am I doing anything wrong?
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Re: Outcast [v1.5b] - new Virus class added!
After further tinkering around with getting Outcast to run I came across an error message that was obscured by the splash screen graphics that states "Script error, "outcast_v1.5b.pk3:actors/hexen/game.txt" line 4: Unexpected '*fistgrunt' in definition of 'ArtiSpeedBoots0'" What is this about?
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Re: Outcast [v1.5b] - new Virus class added!
Just use zandronum v2.1.2.