Zdoom wars i
I've also never seen it personally and the Land Carrier can jump around so it doesn't necessarily always spawn all 50 pairs at once.
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The original code is fine, and not to mention I've never had anyone tell me how to reproduce it nor have they ever actually confirmed seeing it. Landcarrier: I still don't believe this to be a real bug. You could summon 3 Leaders per round and 4 Land Carriers In addition to previous versions Land Carriers and Leaders cooldowns being flipped, their limits also were. I gave them their own separate script and since there's no way of testing this until this is uploaded. I'm going to take a guess and say it's because of how the translations are loaded. Offline or a server I host it works fine. Online in servers this seems to be completely busted and just clears any translation whatsoever. Repair Drone: This a rather bizarre one. Vile Pulse: Vile pulse Viles when removed by the monster remover dropped blue mana Mancubus: When retrofitted to the flame version and teleported on TLMS, Mancubi would revert back to the normal version Telefogs produced by the monster remover would not appear Turret: Turrets can no longer hit ghosts. Also added -TELESTOMP to the classes for the heck of it It activates and deactivates sv_unblockplayers at the beginning of each round. Made a rudimentary script to prevent telefrags. I guess if you're studying (STEALING1!11!!!#$) the code from this it saves you from having to set each txt as decorate in your lump editor A big unnoticeable change, but all the decorate files internally are now. While not notable with the exception of abrupt disappearing, this would appear in server consoles every time one of these guys died Mesh Walker: Team Mesh Men still had the old fadeout code. Cooldowns: Land Carrier and Leader's cooldown times were flipped c375: The flight limiter could be bypassed by repeatedly shooting a teleporter or remover projectile Bipedal Flemoid: Green Team Bipeds did Blue Team damage Spectre A & B: Neither Spectre dropped mana upon death Devastator Crusader: Dev Crusaders still had the old fadeout code. I can almost guarantee that I'm the only one who picked up on this Sniper Templar: Repair Drones on LMS and for green and silver teams revived vanilla. Also only red team Turrets worked correctly via the repair drone while every other team could be revived by the red team drone. Order Turret: Non colored Order Turrets were unaffected by the repair drone. Sentinel: Silver team Sentinels were unaffected by any repair drone but the red teams
Zdoom wars i upgrade#
Stalker(Upgraded): Team based Stalkers with the leap upgrade when revived would turn into Acolytes. Zedek: Team Zackaries still had the old fadeout code. Traductus: Team Traviseseses still had the old fadeout code. Bishop: Team Bischoffs still had the old fadeout code. Centaur(& Leader): Both Centavos had an extremely small chance of being permanently invulnerable All monsters that are affected by the repair drone now have a portion that will turn blue that indicates they have been hit and affected by the repair drone This is so minor that I don't even consider this a bug, but an oversight Teleport fogs had some missing frames from before. Along with the Push, Pull, Heal, and Choke, you can whammy 'em with the ol' Mindtrick, which causes "weak-minded" enemies to temporarily wander around confused, blast 'em with Lightning (which does extra damage to mechanical enemies), or clobber 'em from a distance with Saber Throw.-Changed the team names to represent gemstones because the irritating gimmick has long been played out Finding two lightsabers will unlock Force abilities (the first saber is just a new weapon, which is also a handy thing to have), and with each new one you come across, a new power unlocks.
Zdoom wars i mod#
The mod includes 25 weapons, more than 40 enemies, and new music and sounds, while optional add-on packs will replace props, add more new music, and fix compatibility issues with some mega WADs.īut the coolest thing, I think, are the Force powers. Most of the enemy infighting has been removed too: Imperials, aliens, and bounty hunters will fight each other but not amongst themselves, so you can't wade into a squad of stormtroopers and expect them to helpfully wipe each other other. The mod eliminates hitscan weapons-those that impact their target as soon as the trigger is pulled, like the pistol and shotgun-in favor of projectiles across the board, most of which are 3D models of Star Wars blaster effects.