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Author Topic: [Expansion] Mission Mode V1D Released! (v4 working)  (Read 125086 times)

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April 14, 2013, 05:10:55 AM
Reply #315

Knux

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Re: [Expansion] Mission Mode V1C Released!
« Reply #315 on: April 14, 2013, 05:10:55 AM »
That works, Beed. I'm having a total blast with it. I beat Needle Man with Cutter Arm (I'm using Bass), but it was tricky and it took me two tries. That E-Tank sure helped. Saved at the start of Toad Man's level.

I like that berserker route you took for Bass, Mike. It makes taking down bigger enemies much better (the giant flying met things in MMSPNEE).

April 14, 2013, 02:40:07 PM
Reply #316

Offline TheDoc

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Re: [Expansion] Mission Mode V1C Released!
« Reply #316 on: April 14, 2013, 02:40:07 PM »
I know it's a REALLY early time to ask, but do you have an estimated release date (or even month) in mind for the next release? I'm just having too much fun with this mod and I can't wait to see what new maps you have in store.

April 14, 2013, 05:58:22 PM
Reply #317

Offline CutmanMike

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Re: [Expansion] Mission Mode V1C Released!
« Reply #317 on: April 14, 2013, 05:58:22 PM »
This project is my second priory at the moment. I have a new project in the works as of a few days ago ;) That doesn't mean I won't be working on it, I'll probably switch on and off between each one.

I know you're all excited for more maps and stuff but as you can probably tell I put a lot of time and effort into each map, weapon, enemy, boss. It will take a while and I have no ETA yet. If you really can't wait, open up the example map try your hand at some of your own maps!

April 14, 2013, 09:51:22 PM
Reply #318

Offline Magnet Dood

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Re: [Expansion] Mission Mode V1C Released!
« Reply #318 on: April 14, 2013, 09:51:22 PM »
Hey, uh, how do you get this whole GZDoom thing to work? It'd be great if you could put a tutorial or something for it.

April 14, 2013, 09:54:34 PM
Reply #319

Offline Beed28

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Re: [Expansion] Mission Mode V1C Released!
« Reply #319 on: April 14, 2013, 09:54:34 PM »
GZDoom? Mission Mode (or anything MM8BDM related, period) won't run on GZDoom because of ConsoleCommand.

April 14, 2013, 10:04:05 PM
Reply #320

Offline Magnet Dood

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Re: [Expansion] Mission Mode V1C Released!
« Reply #320 on: April 14, 2013, 10:04:05 PM »
Huh.

So why can't I load these maps into Doom Builder using the standard setup without getting a whole bunch of error messages?

April 14, 2013, 10:39:30 PM
Reply #321

Offline Dr. Freeman

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Re: [Expansion] Mission Mode V1C Released!
« Reply #321 on: April 14, 2013, 10:39:30 PM »
You need GZDoom Builder because it uses some format thing. That took a while for me to figure out (And Lego telling me)

April 15, 2013, 10:06:09 PM
Reply #322

Offline TheDoc

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Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
« Reply #322 on: April 15, 2013, 10:06:09 PM »
Quote from: "Beed28"
Anyway, Roll probably shouldn't spawn with the healing gun thingy in singleplayer since there are no other players for her to heal anyway.

This is what I was going to say. I was going to say that for singleplayer Roll needs to not have her heal gun, but I forgot. It just gets in the way, especially when you're in the heat of battle and you switch your weapon over just to start shooting the boss with a healing gun.

April 16, 2013, 12:09:53 AM
Reply #323

Offline Laggy Blazko

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Re: [Expansion] Mission Mode V1C Released!
« Reply #323 on: April 16, 2013, 12:09:53 AM »
Why doesn't this mod support sv_maxlives on survival?

April 16, 2013, 12:18:55 AM
Reply #324

Offline Hallan Parva

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Re: [Expansion] Mission Mode V1C Released!
« Reply #324 on: April 16, 2013, 12:18:55 AM »
Yeah, you get force spectated after you die. It's probably so you can take turns but otherwise it's OBNOXIOUS TO THE MAX


Otherwise, a multi-lived runthrough would be hilarious. 3 lives a pop just like in the games, crank it up to Extra Hard to burn through said lives...

April 16, 2013, 01:40:40 AM
Reply #325

Offline CutmanMike

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Re: [Expansion] Mission Mode V1C Released!
« Reply #325 on: April 16, 2013, 01:40:40 AM »
Quote from: "Laggy Blazko"
Why doesn't this mod support sv_maxlives on survival?

Waiting for this to be implemented http://zandronum.com/tracker/view.php?id=1229

April 16, 2013, 02:03:46 AM
Reply #326

Offline Laggy Blazko

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Re: [Expansion] Mission Mode V1C Released!
« Reply #326 on: April 16, 2013, 02:03:46 AM »
That doesn't mean we need that spectate script. Currently sv_maxlives works on survival the same way it would work in any other mode. (I think there are a few bugs but they aren't usual)

April 16, 2013, 12:39:31 PM
Reply #327

Offline CutmanMike

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Re: [Expansion] Mission Mode V1C Released!
« Reply #327 on: April 16, 2013, 12:39:31 PM »
The spectate script is there so everyone playing survival can get a turn playing the game.

April 17, 2013, 12:07:37 AM
Reply #328

Offline TheDoc

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Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
« Reply #328 on: April 17, 2013, 12:07:37 AM »
Quote from: "TheDoc"
Quote from: "Beed28"
Anyway, Roll probably shouldn't spawn with the healing gun thingy in singleplayer since there are no other players for her to heal anyway.

This is what I was going to say. I was going to say that for singleplayer Roll needs to not have her heal gun, but I forgot. It just gets in the way, especially when you're in the heat of battle and you switch your weapon over just to start shooting the boss with a healing gun.

April 18, 2013, 01:02:14 AM
Reply #329

Offline TailsMK4

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Re: [Expansion] Mission Mode V1C Released!
« Reply #329 on: April 18, 2013, 01:02:14 AM »
Unless there was something I overlooked, survival is NOT supported on v1c. I ran a test server with v1b to double check on this issue, but on survival, when you pick a map, you enter the map as if the server did a map command, instead of instantly like in Cooperative. I also had a server crash when Needleman was beaten on v1c survival. V1B does not have this issue, though.