DoomGuy

DoomGuy v1.7.2

I think this mod is impossible to beat the vanilla campaign without cheating.
In Castle Eggman Act 2 he simply doesn't get enough velocity to make it across the gaps with the swings and at one point you need to get to a bridge and even as Amy I could make it across but since Doomguy is so slow I couldn't get across even with the rocket launcher. No matter what I did I could not get past that gap or finish the level.
have you tried having run mode enabled? (pressing Nfire)
 
Lugent updated DoomGuy with a new update entry:

Version 1.3

Finally, the long waited version 1.3 arrived (originally was 1.2.1 until a lot of internal code changed).

This includes major changes such as, the loot system is now via monitors instead of enemies which is no longer random and it's deterministic by monitor type, a new fullscreen HUD, several bugfixes, include a menu for configuration, and a whole hook system to alter doomguy's behaviour with external scripts.

This also changes the weapon system structure which may break existing custom...

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fortunately i dont think a single custom weapon was ever made before this update so its not breaking anything rly
 
Getting weapons only from monitors is a huge fix to my old problem with this mod, but it's also brought another one unfortunately lol. It's super easy to be stuck without any ammo, and I had to go through GFZ2 using only my fists because of the general lack of shields. I'd suggest having enemies drop ammo occasionally.
This lack of ammo also taught me that for some reason Doomguy can one-hit every single boss with his fists, even without a berserk pack.
Edit: He can just one-hit bosses. It doesn't matter which weapon.
 
Rocket Launcher ammo pickups don't work
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I can't figure out how to get the chainsaw or BFG either
 
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I was recently playing this, and had the rocket launcher (and one ammo)
But the box of rockets refused to be picked up... As well, Shotgun ammo also refused to be picked up, sometimes
 
Lugent updated DoomGuy with a new update entry:

1.3.1

This update brings bugfixes a little additions and/or changes from 1.3.0.

- Added closed captions to all sounds.
- Added taunt button which makes the default zandronum taunt sound and forces doomguy to make an evil grin, modders can override it.
- Added wip reload system for custom weapons, for now it does nothing until custom weapons make use of it.
- Added the crushed body sprite when you die via crusher.
- Added animation to the armor hud on fullscreen hud.
- Added damage knockback from...

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Lugent updated DoomGuy with a new update entry:

Version 1.3.3

This update brings some small technical changes and some bugfixes such as:

- Fixed a bug where you were unable to get shell ammunition due to a faulty check.
- Fixed a bug where doomguy's vertical scaling gets reset on hurt.
- Moved all doomguy's data from `doom` to `doomguy` inside `player_t`.
- Added some functions regardings creating, getting and removing doomguy's data.
- Fixed some Hooks not providing some parameters properly.
- Fixed a bug where the thinker can fail trying to "reload"...

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Lugent updated DoomGuy with a new update entry:

DoomGuy now being Open Assets

Not gonna lie, it should've been Open Assets since day 1 of it's release, it was such a self-fish decision while the engine itself is open source (assets is another history though).

From now on, any next releases will be totally Open Assets for anyone to modify and/or include in their addons, whatever you want to.

I also allow previous versions to be totally Open Assets too in case you wanna grab something from older releases.

That being said, thank you for your support as i really...

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Hey, would anyone know how to get this working..?
I enabled the addon but the mod doesn't appear in the character select and it's commands don't appear when typing help in the console.
 
Hey, would anyone know how to get this working..?
I enabled the addon but the mod doesn't appear in the character select and it's commands don't appear when typing help in the console.
do they show up in record attack/ multiplayer's player settup?
if so it might be an issue with the CSS soc
 
Lugent updated DoomGuy with a new update entry:

Version 1.4

In this release unlike 1.3, there isn't many changes but grants for a upper version number gameplay-wise.

- Made projectile-based weapons to have RNG in it's damage (somehow i forgot that even projectiles has randomized damage, whoops!)
- Changed weapon swing code to use TwoTailedHero's DOOM port weapon swing code (thx pal)
- The addon no longer refuses to load on a SRB2 version lower than 2.2.15, it will load regardless what 2.2 version is...

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do they show up in record attack/ multiplayer's player settup?
if so it might be an issue with the CSS soc
Yeah, I'm also experiencing this issue and, although they ARE able to be selected in the mp Player Setup menu and Record attack, they don't appear on the CSS (so, yeah, prolly an issue with the CSS soc). I found the problem: newer versions (roughly v1.3.4 and above) lack the SOC folder altogether (copy-pasting the SOC folder from an older version (like v1.3) to the newer version fixes this issue, tho it will require SLADE)
 
Lugent updated DoomGuy with a new update entry:

Release 1.4.1

This release brings some fixes and changes from 1.4 such as:

- Fixed a issue where DoomGuy was unselectable from any singleplayer mode due to the build system not including the SOC folder on release.
- Fixed a lua warning case where `doomguy` is invalid when respawning.
- Made all graphics into PNGs which makes it work better with TwoTailedHero's DOOM port, also renamed some graphics to avoid conflicts too.

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Lugent updated DoomGuy with a new update entry:

Update 1.5 - Going even more DOOM port compatible

This update mostly affects the DOOM port compatibility as it adds proper compatibility via doomguy's own hook system and exposed doom port globals.

- In theory, everything about doomguy works with the doom port, some stuff like jumping and crouching are disabled when the doom port is active unless it's a srb2 iwad (halloween or xmas for example).
- Added more functions and hooks, and exposed them for modders to play around with it (see the Docs folder).
- Added proper invulnerability...

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