Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Medicris
- Forum Regular
- Posts: 614
- Joined: Mon Jun 04, 2012 5:29 am
#601
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by Medicris » Mon Apr 01, 2013 4:17 am
Oddbrother wrote:
Grr... I can't stand B.J.'s fat weapons blocking my view!
I'm gonna go do a weapon sprite addon for him.
That's only how it was in the real game.
IMO it's a balancing factor against his ridiculous sniping ability.
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TerminusEst13
- Retired Staff / Community Team Member
- Posts: 865
- Joined: Tue Jun 05, 2012 11:06 pm
#602
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by TerminusEst13 » Tue Apr 02, 2013 2:17 am
Medicris wrote:That's only how it was in the real game.
IMO it's a balancing factor against his ridiculous sniping ability.
This, aye. The Chaingun's DPS is obscene compared to everything else, if it was super-easy to snipe with, then...well...
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Oddbrother
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- Posts: 60
- Joined: Fri Mar 22, 2013 4:07 pm
- Location: United States
#603
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by Oddbrother » Tue Apr 02, 2013 3:56 am
TerminusEst13 wrote:
This, aye. The Chaingun's DPS is obscene compared to everything else, if it was super-easy to snipe with, then...well...
Not to mention rockets tearing right through a line of monsters, I suppose.
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Gibs
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- Posts: 19
- Joined: Wed Oct 10, 2012 8:37 am
- Location: USA
#604
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by Gibs » Tue Apr 02, 2013 11:03 am
Im not sure if your still accepting character inquiries but look into the character from the macinstosh game Prime Target :-) it used the marathon 2 engine. FFT
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BlackFish
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- Posts: 48
- Joined: Thu Nov 15, 2012 7:30 pm
#605
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by BlackFish » Wed Apr 03, 2013 2:30 am
TerminusEst13 wrote:
Medicris wrote:That's only how it was in the real game.
IMO it's a balancing factor against his ridiculous sniping ability.
This, aye. The Chaingun's DPS is obscene compared to everything else, if it was super-easy to snipe with, then...well...
SV_Drawplayersprites 0 with a crosshair on would undermine this, no? Especially since you have a weapon bar that tells you what weapon you're using.
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Medicris
- Forum Regular
- Posts: 614
- Joined: Mon Jun 04, 2012 5:29 am
#606
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by Medicris » Wed Apr 03, 2013 5:33 am
BlackFish wrote:
TerminusEst13 wrote:
Medicris wrote:That's only how it was in the real game.
IMO it's a balancing factor against his ridiculous sniping ability.
This, aye. The Chaingun's DPS is obscene compared to everything else, if it was super-easy to snipe with, then...well...
SV_Drawplayersprites 0 with a crosshair on would undermine this, no? Especially since you have a weapon bar that tells you what weapon you're using.
True, but most people wouldn't really go that far subce it's not hard to see what you're shooting at anyway.
I honestly believe the "oh no I can't see what I'm shooting at because a pixel is in the way for a split second" thing is exaggerated and stupid, unless perhaps you're playing in 640x480 and the thing you're shooting at is a pixel wide too.
In which case, stop playing in 640x480 :I
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Catastrophe
- Retired Staff / Community Team Member
- Posts: 2566
- Joined: Sat Jun 02, 2012 2:44 am
#607
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by Catastrophe » Wed Apr 03, 2013 5:41 am
Bj's crosshair blocking is too easy to exploit, may was well just shrink the weapon sprites and let everyone use it.
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Medicris
- Forum Regular
- Posts: 614
- Joined: Mon Jun 04, 2012 5:29 am
#608
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by Medicris » Thu Apr 04, 2013 8:21 am
Catastrophe wrote:
Bj's crosshair blocking is too easy to exploit, may was well just shrink the weapon sprites and let everyone use it.
Rather than shrink them all and make them look odd, why not just selectively lower the offsets for them all so they don't cover the center of the screen...?
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Catastrophe
- Retired Staff / Community Team Member
- Posts: 2566
- Joined: Sat Jun 02, 2012 2:44 am
#609
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by Catastrophe » Thu Apr 04, 2013 1:24 pm
I dunno personally I like it better if it were just shrunk based on aspect ratio instead.
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Ijon Tichy
- Frequent Poster Miles card holder
- Posts: 901
- Joined: Mon Jun 04, 2012 5:07 am
#610
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by Ijon Tichy » Thu Apr 04, 2013 2:05 pm
because that is reasonably possible
(no I'm not hooking the weapons into ACS and quadrupling BJ's weapon sprite count for this)
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Untitled
- Forum Regular
- Posts: 519
- Joined: Sat Dec 29, 2012 4:41 pm
- Location: it is a mystery
#611
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by Untitled » Sat Apr 06, 2013 2:30 am
Samsara Stronghold's Updated!
Check out the changelog, it's not large, but it's an important one.
EDIT: I've got to test these more. Found a pretty bad bug.
Last edited by
Untitled on Sat Apr 06, 2013 3:39 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)<Untitled> this is a terrible idea
<Untitled> lets do it anyway
<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?
<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053
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Reach Term
- Forum Regular
- Posts: 323
- Joined: Fri Jun 15, 2012 7:45 pm
#612
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by Reach Term » Sat Apr 06, 2013 5:18 am
I'm wondering, the red flag problem, has been fixed?
Last edited by
Reach Term on Sat Apr 06, 2013 5:24 am, edited 1 time in total.
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TerminusEst13
- Retired Staff / Community Team Member
- Posts: 865
- Joined: Tue Jun 05, 2012 11:06 pm
#613
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by TerminusEst13 » Sat Apr 06, 2013 5:37 am
I wasn't aware of a red flag problem in the first place.
Can you elaborate?
Last edited by
TerminusEst13 on Sat Apr 06, 2013 5:38 am, edited 1 time in total.
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Reach Term
- Forum Regular
- Posts: 323
- Joined: Fri Jun 15, 2012 7:45 pm
#614
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by Reach Term » Sat Apr 06, 2013 7:30 am
TerminusEst13 wrote:
I wasn't aware of a red flag problem in the first place.
Can you elaborate?
Everytime samsara is being played, the red flag seems to disappear. I don't know how this problem is being created...
Sorry for the lack of support, it is 3am where I am. I can elaborate more in the morning...
Last edited by
Reach Term on Sat Apr 06, 2013 7:34 am, edited 1 time in total.
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Reach Term
- Forum Regular
- Posts: 323
- Joined: Fri Jun 15, 2012 7:45 pm
#615
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by Reach Term » Sat Apr 06, 2013 11:01 pm
I know double posting is wrong but I'll talk more about it:
-Lately some people that has been playing any form of CTF with this mod would have a problem with the red flag. Sometimes it won't disappear when the map starts and other times, it'll disappear in the middle of the game. I am unsure how to recreate this bug but it seems to happen when someone returns the flag. I'll look more into this when I get the chance.
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TerminusEst13
- Retired Staff / Community Team Member
- Posts: 865
- Joined: Tue Jun 05, 2012 11:06 pm
#616
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by TerminusEst13 » Sun Apr 07, 2013 8:01 am
Yeah, I just ran a CTF match and the red flag seemed to be perfectly fine. Picked it up, returned it, still nothing. Sorry.
If you figure out a way to recreate it, please let me know.
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Untitled
- Forum Regular
- Posts: 519
- Joined: Sat Dec 29, 2012 4:41 pm
- Location: it is a mystery
#617
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by Untitled » Fri Apr 12, 2013 10:28 pm
Alright, Samsara/Stronghold is updated to 0.35!
Pretty big update, so check post on page 29. (assuming 20 posts per page)
EDIT: 0.40 now. Check it out, as it's, you know, more stable.
Last edited by
Untitled on Sat Apr 13, 2013 10:44 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)<Untitled> this is a terrible idea
<Untitled> lets do it anyway
<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?
<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053
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ArcheKruz
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- Posts: 63
- Joined: Wed Oct 31, 2012 8:17 am
- Location: Hong Kong
#618
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by ArcheKruz » Tue Apr 23, 2013 6:21 am
By Stronghold, you mean THE Stronghold On The Edge of Chaos TC by Realm667? If so, what would be the best load order, and would it work with Stronghold Violence, and the other patches/fixes?
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Untitled
- Forum Regular
- Posts: 519
- Joined: Sat Dec 29, 2012 4:41 pm
- Location: it is a mystery
#619
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by Untitled » Tue Apr 23, 2013 10:23 am
Yes, and the server is up, so go and join.
Load order is:
strnghld_v1.pk3
strnghld_violence_v4.pk3
StrongHoldEditsNFixesv1.1PatchV4.1.pk3
StrongholdItemsV7.1.pk3
samsara-str-v0.XX-core.pk3 (version likely to change)
samsara-str-v0.XX-acs.pk3
NOTE:
This requires you adjust the settings somewhat, as some of the things break in single player, and should be played multiplayer.
As I said, go join the server!
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)<Untitled> this is a terrible idea
<Untitled> lets do it anyway
<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?
<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053
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LivingWithGames
- New User
- Posts: 4
- Joined: Thu Apr 25, 2013 4:16 am
#620
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by LivingWithGames » Thu Apr 25, 2013 4:20 am
Sup' Bitchez, new member over here!
Decided to log in here because well, I've been playing this mod for Doom for a while, and had my fun big time! I mostly play as B.J Blazkowicz, the good old spy from Wolf 3d.Harldy play the game, but watch a lot of videos of it(not fan of those secrets though, too cryptic >_<), even if I got Doom/Doom II for some weeks now, maybe a month.
I haven't found bugs in my side yet so, for all of those who are working on the mod, including our dear TeminusEst, keep up the good work.
~L.W.G.