Project MSX ported for zandronum 1.3!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Monsterovich
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RE: Project MSX ported for zandronum 1.3!

#21

Post 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-
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RE: Project MSX ported for zandronum 1.3!

#22

Post 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
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RE: Project MSX ported for zandronum 1.3!

#23

Post 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?
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

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Monsterovich
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RE: Project MSX ported for zandronum 1.3!

#24

Post 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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RE: Project MSX ported for zandronum 1.3!

#25

Post 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?
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

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Monsterovich
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RE: Project MSX ported for zandronum 1.3!

#26

Post 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.

diegomula
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RE: Project MSX ported for zandronum 1.3!

#27

Post 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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RE: Project MSX ported for zandronum 1.3!

#28

Post 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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RE: Project MSX ported for zandronum 1.3!

#29

Post 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]Image[/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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RE: Project MSX ported for zandronum 1.3!

#30

Post 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.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

JohnTS
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RE: Project MSX ported for zandronum 1.3!

#31

Post 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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Doomenator
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RE: Project MSX ported for zandronum 1.3!

#32

Post by Doomenator » Wed Jun 10, 2015 12:53 pm

JohnTS wrote: Any alternative ways?
You can edit decorate file for monsters in Project MSX or try something like this.

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RE: Project MSX ported for zandronum 1.3!

#33

Post 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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RE: Project MSX ported for zandronum 1.3!

#34

Post 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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RE: Project MSX ported for zandronum 1.3!

#35

Post 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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Re: Project MSX ported for zandronum 1.3!

#36

Post 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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Re: Project MSX ported for zandronum 1.3!

#38

Post 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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Re: Project MSX ported for zandronum 1.3!

#39

Post 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

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Doomenator
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Re: Project MSX ported for zandronum 1.3!

#40

Post by Doomenator » Mon Jun 20, 2016 12:30 pm

DevilHunter wrote:
AnKeburu wrote:Could you port too the monsters addon?
I assume you mean Upload a link to DoomMonsters.pk3? if so, Here you go
I think that: http://forum.zdoom.org/viewtopic.php?f= ... xtrabadass

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