Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Monsterovich
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#21
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by Monsterovich » Mon Dec 29, 2014 8:07 pm
Code v25
Code: Select all
* fixed noisy "phone" bug when player has no ammo
* fixed infighting between monsters of same species
* fixed 9999 energy being given for exiting the level while holding a fully charged fist
* fixed hud effect on sphere pickup
* added player skins for all weapons
* added keybinds to drop medpacks and shieldboosters
Download!
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-Jes-
- Frequent Poster Miles card holder
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#22
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by -Jes- » Mon Dec 29, 2014 10:14 pm
Monsterovich wrote:
* added player skins for all weapons
RIP skin support.
We hardly knew ye.
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Ænima
- Addicted to Zandronum
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#23
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by Ænima » Mon Dec 29, 2014 11:47 pm
-Jes- wrote:
Monsterovich wrote:
* added player skins for all weapons
RIP skin support.
We hardly knew ye.
Yeah I kinda hate when mods force no skins just for the sake of using Weapon.PreferredSkin. HardDoom / Complex Doom anyone?
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Monsterovich
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#24
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by Monsterovich » Tue Dec 30, 2014 8:39 am
Ænima wrote:
-Jes- wrote:
Monsterovich wrote:
* added player skins for all weapons
RIP skin support.
We hardly knew ye.
Yeah I kinda hate when mods force no skins just for the sake of using Weapon.PreferredSkin. HardDoom / Complex Doom anyone?
Super Skulltag!
Last edited by
Monsterovich on Tue Dec 30, 2014 8:46 am, edited 1 time in total.
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Ænima
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#25
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by Ænima » Mon Jan 12, 2015 7:55 pm
Monsterovich wrote:
Ænima wrote:
-Jes- wrote:
Monsterovich wrote:
* added player skins for all weapons
RIP skin support.
We hardly knew ye.
Yeah I kinda hate when mods force no skins just for the sake of using Weapon.PreferredSkin. HardDoom / Complex Doom anyone?
Super Skulltag!
... which actually implemented "visible weapons" in DECORATE the hacky way long before PreferredSkin was even supported by Skulltag, and actually shows the individual actions of each weapon, but yeah sure.
Also why force NOSKINS when PreferredSkin still works on 70% of players because most of them use the Base skin?
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Monsterovich
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#26
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by Monsterovich » Tue Jan 13, 2015 8:30 pm
Ænima wrote:
Also why force NOSKINS when PreferredSkin still works on 70% of players because most of them use the Base skin?
I didn't force +NOSKINS.
Last edited by
Monsterovich on Tue Jan 13, 2015 8:32 pm, edited 1 time in total.
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diegomula
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#27
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by diegomula » Sun Apr 05, 2015 3:56 pm
Sadly, this mod is not compatible with zandro2.0
[spoiler]LoadActors: Load actor definitions.
Script error, "projectmsx_v0.2a_zan25.pk3:decorate.txt" line 6:
'SXF_TRANSFERPOINTERS' is already defined in 'Global'.
Script error, "projectmsx_v0.2a_zan25.pk3:decorate.txt" line 7:
'RGF_SILENT' is already defined in 'Global'.
Script error, "projectmsx_v0.2a_zan25.pk3:decorate.txt" line 8:
'RGF_NOPIERCING' is already defined in 'Global'.
Execution could not continue.
3 errors while parsing DECORATE scripts[/spoiler]
I hope you don't let this project abandoned.
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Monsterovich
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#28
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by Monsterovich » Mon Apr 06, 2015 12:53 pm
diegomula wrote:
Sadly, this mod is not compatible with zandro2.0
Hm. Try
this.
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Doomenator
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- Joined: Wed Apr 01, 2015 4:27 am
#29
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by Doomenator » Wed May 06, 2015 6:52 am
Made part of the menu (multiplayer) for mod, was moved to trash.
Ok, its a funny!
Now I have no desire to do something and post here.
[spoiler]

[/spoiler]
Last edited by
Doomenator on Wed May 06, 2015 8:37 am, edited 1 time in total.
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Ænima
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#30
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by Ænima » Thu May 07, 2015 12:05 am
Yeah it was kinda bullshit that someone split that with no context. (Although you didn't really give much context in your post either.). :p
I like that font, I use it a lot.
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JohnTS
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#31
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by JohnTS » Wed Jun 10, 2015 4:50 am
Any way to run this wad with vanilla monsters? The only way I know how is if I launch this along with ketchuptest4.pk3
http://forum.zdoom.org/viewtopic.php?f=19&t=35614
Launching that with Project MSX has it so the enemies are all default but you still get to use all your super powers and weapons that the mod provides. Problem for me is that the ketchuptest4.pk3 wad is a gore wad. So it brings my fps down tremendously (I'm on a potato PC) when I'm fighting hordes of monsters.
Any alternative ways?
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JohnTS
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#33
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by JohnTS » Wed Jun 10, 2015 2:20 pm
Doomenator wrote:
JohnTS wrote:
Any alternative ways?
You can edit decorate file for monsters in Project MSX
or try something like this.
Thank you for the help! I tried running a server with the projectmsx wad files + the DoomMonsters.pk3 wad you provided and unfortunately it didn't work.
So is editing the decorate files a pretty simple process? Any advice on achieving that?
Edit: Nevermind, it did load! On the server settings on the list it seems I needed to have the DoomMonsters.pk3 file "under" the projectmsx wads on the list. So the msx wads goes first top to bottom.
Out of curiosity where did you find this DoomMonsters wad?
Last edited by
JohnTS on Wed Jun 10, 2015 2:50 pm, edited 1 time in total.
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Doomenator
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#34
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by Doomenator » Wed Jun 10, 2015 3:48 pm
JohnTS wrote:
Out of curiosity where did you find this DoomMonsters wad?
Just deleted all the excess from ketchuptest4.
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JohnTS
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#35
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by JohnTS » Wed Jun 10, 2015 4:02 pm
Doomenator wrote:
JohnTS wrote:
Out of curiosity where did you find this DoomMonsters wad?
Just deleted all the excess from ketchuptest4.
Ah, makes sense. I appreciate the help!
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Snackmachine
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#36
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by Snackmachine » Tue May 31, 2016 10:54 pm
The download link for the Project MSX v0.2a code v28 appears to be down. Any chance for a new one? thanks!
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AnKeburu
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#38
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by AnKeburu » Sun Jun 19, 2016 4:52 pm
Could you port too the monsters addon?
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DevilHunter
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#39
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by DevilHunter » Mon Jun 20, 2016 10:37 am
AnKeburu wrote:Could you port too the monsters addon?
I assume you mean Upload a link to DoomMonsters.pk3? if so,
Here you go