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Xaser
Senior Member


Posts: 1630
Registered: 07-03


Providing the alternate 'give weapons' equivalent is a welcome addition even without adding +CHEATNOTWEAPON to everything. Just keep that and ditch the flag and all will be well.

Also, the Groovy Doom Guns review might just be the most nitpicky thing I've seen all year. :P

Old Post 07-05-10 06:55 #
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WildWeasel
Resident Castlevania Super-Fanboy


Posts: 2587
Registered: 07-03



rsl said:
Ok, let's say I agree with you. But did you ever experience something similar? And if so, did you try to solve the issue in any way?

Yes, I have, and no, I saw no need to because if you're cheating you're bound to encounter glitches anyway.

If I may ask, what would you suggest in this case to avoid "disabling" the standard cheats?

I would just ignore any issues that crop up from using the cheats.

Old Post 07-05-10 08:27 #
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The Ultimate DooMer
(former) /newstuff Chronicler


Posts: 4449
Registered: 03-02



TimeOfDeath said:
To activate script 8 you gotta press the cyberdemon statue, shoot the barrels that spawn, then press the eye switch


That's what I did, but the lost souls always got stuck on a corner.

Old Post 07-05-10 08:28 #
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Gez
Why don't I have a custom title by now?!


Posts: 7042
Registered: 07-07



rsl said:
If I may ask, what would you suggest in this case to avoid "disabling" the standard cheats? Thanks for your answer...

If it really bugs you, make a weapon with top priority for each slot, all identical. They have a single HUD sprite that says something along "please don't use idfa but the rsl console command instead for this mod, thanks. (btw there is a readme that was meant to be read, it would have told you that.)"

Old Post 07-05-10 11:35 #
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rsl
Mini-Member


Posts: 54
Registered: 01-10




Xaser said:

Providing the alternate 'give weapons' equivalent is a welcome addition even without adding +CHEATNOTWEAPON to everything. Just keep that and ditch the flag and all will be well.



This is actually a nice idea; I'll consider it next time...



Wildweasel said:

Yes, I have, and no, I saw no need to because if you're cheating you're bound to encounter glitches anyway.



I never saw it from this point of view, but it absolutely makes sense. I second that.



Gez said:

If it really bugs you, make a weapon with top priority for each slot, all identical. They have a single HUD sprite that says something along "please don't use idfa but the rsl console command instead for this mod, thanks. (btw there is a readme that was meant to be read, it would have told you that.)"



Another nice idea - probably the most appropriate for the multi-class mod.

Thanks everybody for the suggestions.

Old Post 07-05-10 12:44 #
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TimeOfDeath
Forum Regular


Posts: 1487
Registered: 06-06



The Ultimate DooMer said:
That's what I did, but the lost souls always got stuck on a corner.
Hmm, weird. I never had problems with it while testing and recording demos. What version of ZDoom were you using? If you were using 241, wanna record a demo of that part?

Old Post 07-05-10 15:53 #
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Jekyll Grim Payne
Junior Member


Posts: 240
Registered: 09-07



rsl said:
when you consumed all ammo for a certain custom weapon and thus caused a weapon switch, the default weapons would show up


It's your fault. Autowtich order is controlled by Weapon.SelectionOrder. Check the values of this property in default Doom guns and then make sure your new guns have LOWER values of this property. In this case default weapons will never showup during autoswitch, no matter whether they are present or not.

Old Post 07-20-10 10:12 #
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neg!ke
Junior Member


Posts: 223
Registered: 07-06



[*]Ants of Hell - John Fitzgibbons
Limit Removing - Solo Play - 1636699 bytes

[*]Castle Massacre - GlassMan
Limit Removing - Solo Play - 2291758 bytes


Apparently some lame attempt at trolling. Needless to say these files were not uploaded by the original authors. The entries should be removed from /idgames.

EDIT: Here is another one.


That Star Wars mod looks cute. Time for a Lego Doom franchise?

Last edited by neg!ke on 07-22-10 at 15:18

Old Post 07-21-10 20:57 #
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myk
volveré y seré millones


Posts: 14422
Registered: 04-02



neg!ke said:
The entries should be removed from /idgames.
Thanks for the heads up; I emailed Ty about them.

Old Post 07-21-10 22:09 #
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GreyGhost
a ghost... only grey


Posts: 5701
Registered: 01-08


They've all but disappeared from the supported mirrors, as for removing their database entries (which I think is what neg!ke is suggesting) that's probably best discussed with one of the admins.

Old Post 07-22-10 06:28 #
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