Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Post Reply
User avatar
MrEnchanter
Forum Regular
Posts: 143
Joined: Fri Jan 16, 2015 7:22 am
Location: America

RE: Death and Decay: Now with a shop! [v1.9]

#81

Post by MrEnchanter » Fri Jan 29, 2016 2:58 am

Ivan wrote: ACS Sources can be found here: https://github.com/Doruk-Aksoy/Projects ... r/Doom/DnD

Compile using BCC.
Much appreciated!
Image

Catastrophe
Retired Staff / Community Team Member
Posts: 2558
Joined: Sat Jun 02, 2012 2:44 am

RE: Death and Decay: Now with a shop! [v1.9]

#82

Post by Catastrophe » Sun Feb 14, 2016 11:51 pm

You should add a default "Help" alias that tells ppl what to do.
Also make a setup command that makes running the server easier. This is the alias I use for Idiotic LMS in keyconf
alias setup "dmflags 1610612736; dmflags2 6325248; zadmflags 256; lastmanstanding 1; lmsspectatorsettings 3; sv_nomonsters false; winlimit 0; pointlimit 0; timelimit 0; sv_nomapvote true; skill 3; SV_ForceGLDefaults true; sv_nowinlimitvote true; sv_lmscountdowntime 10; map ilms01"

abilities menu bug, highlight the "return" option, seems like its out of bounds
small suggestion: since fire lets u go to a menu, altfire should let u get out of a submenu instead of manually selecting return
Last edited by Catastrophe on Mon Feb 15, 2016 12:11 am, edited 1 time in total.

User avatar
Marcaek
Forum Staff
Posts: 1093
Joined: Wed Jun 06, 2012 5:05 am

RE: Death and Decay: Now with a shop! [v1.9]

#83

Post by Marcaek » Mon Feb 15, 2016 12:19 am

Blood should not obscure switches if possible

Catastrophe
Retired Staff / Community Team Member
Posts: 2558
Joined: Sat Jun 02, 2012 2:44 am

RE: Death and Decay: Now with a shop! [v1.9]

#84

Post by Catastrophe » Mon Feb 15, 2016 12:37 am

the puddle effect when u walk on water is a little too big might wanna shrink it
they also last a little bit too long
dual chainsaw idle sound is too loud
u should also incorporate the strafe left and strafe right buttons more so that going through the loadout is easier
on map change i have to reuse teletos ring to get my ghost effect back
it looks like the teletos lifesteal doesnt work with double chainsaw, idk if it works with fist
talatos ring doesnt re-equip if i die and respawn
it should be more clear on how to equip artifacts maybe add a msg? i didnt know i had to manually equip it
Last edited by Catastrophe on Mon Feb 15, 2016 1:05 am, edited 1 time in total.

User avatar
Armitage
Forum Regular
Posts: 190
Joined: Mon Jun 04, 2012 12:33 pm
Location: England
Clan: Exodus
Clan Tag: [E]

RE: Death and Decay: Now with a shop! [v1.9]

#85

Post by Armitage » Mon Feb 15, 2016 10:43 am

- You still retain the default pistol after purchasing an upgrade.

- Can't enable 'Show Map Info' under the Help Menu.
"He who hesitates is lost".

User avatar
DR_FUZZY
 
Posts: 42
Joined: Wed Jun 20, 2012 11:38 pm

RE: Death and Decay: Now with a shop! [v1.9]

#86

Post by DR_FUZZY » Wed Feb 17, 2016 1:46 am

Marcaek wrote: Blood should not obscure switches if possible
Never seen someone able to work that out, it would be fairly code heavy work if it was possible.

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: Death and Decay: Now with a shop! [v1.9]

#87

Post by Ænima » Wed Feb 17, 2016 2:51 am

DR_FUZZY wrote:
Marcaek wrote: Blood should not obscure switches if possible
Never seen someone able to work that out, it would be fairly code heavy work if it was possible.
Worst case scenario, you can use the "NoDecals" property on the switch texture's TEXTURES definition.

http://zdoom.org/wiki/TEXTURES
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

Miguel371xd
 
Posts: 19
Joined: Sat Oct 10, 2015 7:48 pm
Location: highway 17

Re: Death and Decay: Now with a shop! [v1.9]

#88

Post by Miguel371xd » Thu Jul 14, 2016 1:24 am

Work with single player mode?

User avatar
Ivan
Addicted to Zandronum
Posts: 2219
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

Re: Death and Decay: Now with a shop! [v1.9]

#89

Post by Ivan » Thu Jul 14, 2016 11:18 am

Miguel371xd wrote:Work with single player mode?
Well of course it does. Try it. (Use Zandronum 3.0)

Miguel371xd
 
Posts: 19
Joined: Sat Oct 10, 2015 7:48 pm
Location: highway 17

Re: Death and Decay: Now with a shop! [v1.9]

#90

Post by Miguel371xd » Thu Jul 14, 2016 3:25 pm

but what is the correct order ? because it does not work in the 3.0

User avatar
Ivan
Addicted to Zandronum
Posts: 2219
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

Re: Death and Decay: Now with a shop! [v1.9]

#91

Post by Ivan » Thu Jul 14, 2016 3:29 pm

- WAD ORDER: dndvX.Y.pk3 -> dnd_monstersvX.Y.pk3 -> dnd_onlyammovX.Y.pk3 ------ From OP.

Read carefully please.

Miguel371xd
 
Posts: 19
Joined: Sat Oct 10, 2015 7:48 pm
Location: highway 17

Re: Death and Decay: Now with a shop! [v1.9]

#92

Post by Miguel371xd » Thu Jul 14, 2016 3:47 pm

sorry my english is bad i only speak spanish :L and there servers from this mod ?

User avatar
Ivan
Addicted to Zandronum
Posts: 2219
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

Re: Death and Decay: Now with a shop! [v1.9]

#93

Post by Ivan » Thu Jul 14, 2016 4:44 pm

Miguel371xd wrote:sorry my english is bad i only speak spanish :L and there servers from this mod ?
There can be if you put them up. See http://allfearthesentinel.net/ and #tspg-painkiller on zandronum.irc.

Miguel371xd
 
Posts: 19
Joined: Sat Oct 10, 2015 7:48 pm
Location: highway 17

Re: Death and Decay: Now with a shop! [v1.9]

#94

Post by Miguel371xd » Thu Jul 14, 2016 5:02 pm

oh thx. I put the mod in order and I still giving error :l

User avatar
Ivan
Addicted to Zandronum
Posts: 2219
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

Re: Death and Decay: Now with a shop! [v1.9]

#95

Post by Ivan » Thu Jul 14, 2016 5:16 pm

Yeah, I can't help you much if you don't tell me what error this is.

Things to check:

- Are you using ZANDRONUM 3.0 VERSION?
- DON'T LOAD BRUTAL DOOM WITH IT.

Miguel371xd
 
Posts: 19
Joined: Sat Oct 10, 2015 7:48 pm
Location: highway 17

Re: Death and Decay: Now with a shop! [v1.9]

#96

Post by Miguel371xd » Thu Jul 14, 2016 5:25 pm

my mistake is something decorate and I'm using the 3.0

User avatar
Ivan
Addicted to Zandronum
Posts: 2219
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

Re: Death and Decay: Now with a shop! [v1.9]

#97

Post by Ivan » Thu Jul 14, 2016 5:37 pm

Wow that's so helpful, I can immediately realize what error it is.

Seriously, take a screenshot or something. I'm not a magician.

Miguel371xd
 
Posts: 19
Joined: Sat Oct 10, 2015 7:48 pm
Location: highway 17

Re: Death and Decay: Now with a shop! [v1.9]

#98

Post by Miguel371xd » Thu Jul 14, 2016 5:50 pm


User avatar
Ivan
Addicted to Zandronum
Posts: 2219
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

Re: Death and Decay: Now with a shop! [v1.9]

#99

Post by Ivan » Thu Jul 14, 2016 6:43 pm

Ok then you clearly aren't including the wads in the right order or something.

First, dndv1.9a.
Then dnd_monstersv0.3 (optional)
Finally, if it's a multiplayer game, include dnd_onlyammov2.1. Any error you get is based on the inclusion being incorrect. Use "Doom Explorer"'s singleplayer option if you want correct inclusion or create a batch file that does it for you.

Miguel371xd
 
Posts: 19
Joined: Sat Oct 10, 2015 7:48 pm
Location: highway 17

Re: Death and Decay: Now with a shop! [v1.9]

#100

Post by Miguel371xd » Thu Jul 14, 2016 6:56 pm

i need doom eplorer? i have doom seeker :v

Edit: now work !!!! thx a lot :D !!!!!

Post Reply