DoomGuy

DoomGuy 1.1

in nights doomguy just a bunch of glitches.
need hot fix now
I'm afraid about how to actually fix DoomGuy on Nights, since it's something I never considered to think while making it since DoomGuy doesn't uses the Chaos Emeralds.

As DoomGuy doesn't even have a super form even it has a defined supercolor in it's SOC.
Also there is no sprites on Singleplayer Special Stages because I never used anything than the original Doom's sprites.

And regarding on Match not getting scores and all well, oops. I actually forgot to fix that before release but don't worry.
Version 1.1 is gonna fix that and is gonna release soon.
Post automatically merged:

Can you make it so you can disable the auto-weapon swap on pickup (And also losing weapons on death)? Otherwise, amazing mod, was laughing so hard when I saw this on the front page.

EDIT: Minor nitpicks, but it would be cool to have a crosshair when on third person view. also, the chainsaw feels a bit fidgety in which sometimes I feel like I get hit before I hit the enemy? I know it doesn't matter as much when all of the enemies die in one hit aside from the bosses, but I liked the weird magnetism that the chainsaw had.

Lastly, the BFG doesn't seem to have the weird hitscan thing once the beam explodes? This video could explain it better than me.

Just minor nitpicks though, absolute blast of a mod and I'll definitely be sure to give it a high review nonetheless.
The chainsaw has that weird magnetism, the problem is that SRB2's enemies are not solid to players by any means which makes odd results.
The BFG does have their 40 tracers hitscans, but autoaim doesn't exists due to the result to SRB2's engine removing hitscans functions which tecnically all hitscan-based weapons are missiles with a lot of speed (like the Rail Ring on Ringslinger) plus sometimes not hitting anything due to weird collision.
 
I'm afraid about how to actually fix DoomGuy on Nights, since it's something I never considered to think while making it since DoomGuy doesn't uses the Chaos Emeralds.

As DoomGuy doesn't even have a super form even it has a defined supercolor in it's SOC.
Also there is no sprites on Singleplayer Special Stages because I never used anything than the original Doom's sprites.

And regarding on Match not getting scores and all well, oops. I actually forgot to fix that before release but don't worry.
Version 1.1 is gonna fix that and is gonna release soon.
Post automatically merged:


The chainsaw has that weird magnetism, the problem is that SRB2's enemies are not solid to players by any means which makes odd results.
The BFG does have their 40 tracers hitscans, but autoaim doesn't exists due to the result to SRB2's engine removing hitscans functions which tecnically all hitscan-based weapons are missiles with a lot of speed (like the Rail Ring on Ringslinger) plus sometimes not hitting anything due to weird collision.
Gotcha.

Yeah, it did seem like there was the magnetism and tracers, I just was second guessing myself because of how it doesn't exactly work the same due to SRB2's engine quirks as you said, so I figured I might as well inquire here.

Thanks for the confirmation, though!
 
I'm afraid about how to actually fix DoomGuy on Nights, since it's something I never considered to think while making it since DoomGuy doesn't uses the Chaos Emeralds.

As DoomGuy doesn't even have a super form even it has a defined supercolor in it's SOC.
Also there is no sprites on Singleplayer Special Stages because I never used anything than the original Doom's sprites.

And regarding on Match not getting scores and all well, oops. I actually forgot to fix that before release but don't worry.
Version 1.1 is gonna fix that and is gonna release soon.
Post automatically merged:


The chainsaw has that weird magnetism, the problem is that SRB2's enemies are not solid to players by any means which makes odd results.
The BFG does have their 40 tracers hitscans, but autoaim doesn't exists due to the result to SRB2's engine removing hitscans functions which tecnically all hitscan-based weapons are missiles with a lot of speed (like the Rail Ring on Ringslinger) plus sometimes not hitting anything due to weird collision.
I'd still add special stage sprites (they could even just be from sonic for all I care) as lacking them causes issues in night's record attack
 
why can't anyone maintain the mod? i personally consider being able to maintain projects after the creator bites the dust or something to be very important.
 
I'd still add special stage sprites (they could even just be from sonic for all I care) as lacking them causes issues in night's record attack
On that case i'll see how to support nights in the simplest way possible to be atleast playable on that.
 
why can't anyone maintain the mod? i personally consider being able to maintain projects after the creator bites the dust or something to be very important.
I guess possible makes a patch for addon.
Or addon for addon.
Like we can add skulltag weapons for that addon (if Somebody want did it)
 
Hello and very sorry for the late response and inactivity, real life's things got in the way but im now back.
Right now, NiGHTS and Match's Scores are fixed. Currently a splitscreen support is comming too, update may drop today or tomorrow.
Hello and thanks tell it about NIGHTS and Match's Scores got fixed, can't wait for update today or tomorrow, one's again thanks
 
Lugent updated DoomGuy with a new update entry:

Version 1.1 released!

Sorry for the long delay due to real life's shenanigans, but now I can finally update DoomGuy.
This is a list of changes for this update:
  • Added splitscreen support
  • Added a console variable doom_keepinv_on_death <Yes/No> (Default: No) which makes doomguy players keep their entire inventory (except powerups) upon death and also they don't drop weapons. (Only works on Co-Op)
  • Added console variable doom_dropweapons_on_death <Yes/No> (Default: Yes)...

Read the rest of this update entry...
 
finally russian overkill in srb2 i cant wait to use the steamroller to set sticky traps like a true demoman
 
how do I go that gate.
 

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