Blast88 wrote: ↑Fri Sep 15, 2017 12:54
So Are Combat is a game involving around airplanes in battles. That game series has epic composed music just like Two Steps From Hell and Audiomachine. Look up Ace Combat on Google and YouTube.
Sure I'll take a look at it in the future.
archviler wrote: ↑Fri Sep 15, 2017 15:05
Hi, playing lca for the first time and I have a few questions.
First of all, is there any resource to get information on how this mod works? As of now I've been figuring it out through trial and error, mostly error. A lot of it's really fun, but even more of it is trying to figure it out as you go along.
Secondly, I've been playing this on UV, but sometimes I note it's switched to HMP's monster counts instead. Never in level, usually when I start a new level or load a game from autosave. Is this a bug or a feature I'm not aware of? On the most recent Gzdoom as of a few weeks ago if that helps at all.
Finally, does the legendary rune last forever, or does it eventually go away? I'd been screwing around once and noticed I'd lost it, though I'd been using cheats and resurrect since I was experimenting with the arsenal and monsters.
Hi, I'm glad you're liking the mod so far. I mean you can look inside the pk3 and read the readme file but that's about it for now. There may be a wiki on it in the future. It's a random spawner mod that randomizes monster spawns and adds all sorts of new things. It throws in powerful monsters, weapons, and powerups into the mix of Complex Doom. Most of the monsters are rare but it's pretty much rng. I think the save thing might be a bug and I don't know what's causing that. When using the Leg Rune you keep it until you die, if you resurrect or respawn after having it then it'll go away.
Peashooter577 wrote: ↑Sat Sep 16, 2017 23:29
I've reviewed this bug and it looks like this is actually a simple code error that you made in "A_SpawnItemEx" and is fixable, see:
(from legendary redeemer code)
TNT1 AA 0 A_SpawnItemEx("LegRedStormBoltSpawner",Random(512,-512),Random(512,-51),0,0,0,0,SXF_NOCHECKPOSITION,64)
You just put here the SXF_NOCHECKPOSITION into float angle argument and the 64 that is in the argument where the SXF_NOCHECKPOSITION should be, is equivalent to SXF_TELEFRAG which clearly is the cause.
This should fix the issue - TNT1 AA 0 A_SpawnItemEx("LegRedStormBoltSpawner",Random(512,-512),Random(512,-51),0,0,0,0,0,SXF_NOCHECKPOSITION).
Ah I see, thanks man. I'll take that into consideration for the next update.