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boltface

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  1. map32: linedef 39 (computer keyboard at the spawn) action 174 is single use, rendering the map largely unplayable in coop. map07 tag 666/667 doesn't seem to work right in zandronum, probably a zandronum issue more than anything though.
  2. Played Saturnia again now that it works in Zandronum. Link to vod. Only real complaint is that some maps seemed like they can get permanently stuck on coop if someone dies in the wrong place after it locks up. Had good fun though.
  3. Mostly I used zandronum in order to play this in co-op. Haven't tried if it breaks with odamex yet. As for nodebuilder stuff, best I got is try checking with BTSX folks, they had a similar issue with one map that they then fixed. Yes.
  4. Walls don't seem to work in zandronum in any map. Nodebuilder issue maybe?
  5. Congrats on the release! Just finished playing it, and I absolutely loved all three maps. Definitely going into my favourites.
  6. The Multiplayer Awards section mentions Samsara Reincarnation and links to the zandronum forums thread for it. Unfortunately the links in there aren't updated and the classes and monsters downloads both point to a 404. The zdoom forums thread has updated download links.
  7. In the Promising Newcomers section, the part that talks about tei tenga's NEVER.wad links to the old beta1 thread, which has no link to the current release thread anywhere and no working download link anymore. Edit: it's been fixed.
  8. It's a bug where using barrel explosions to move voodoo dolls doesn't work online, and survival cooperative seems to bring this behaviour to offline play as well. As detailed in the bug tracker, it's been an issue since 1.0.
  9. I did further testing and it seems related to the survival cooperative gamemode specifically. It works just fine on normal cooperative, but in survival it breaks. Tested without any other wads or mods. Edit: after asking around, it is due to this bug.
  10. Played survival coop with zandronum. Lived up to its inspirations, so well done on that front. I liked it a lot, and the time travel puzzle was probably my favourite section. Sadly map07 broke and after killing all the imps nothing happened and map got stuck. Tested multiple times with different compat settings, namely vanilla, strict vanilla, boom, and with all compat flags turned off. Zandronum version was ZandroDev3.2-220904-2011, on windows.
  11. In map06 you can get softlocked if you fall behind a tree near the red key. it's where the blue? purple? player arrow is at.
  12. Zandronum seems to have some issues with map04 walls not being solid. Example:
  13. Played the mapset in coop (with a pair of nonsense mods) in zandronum. VOD for perusal. RC3 for reference. Might be used to harsher mapsets but it felt like there was actually an overabundance of resources, but it's not like that's wrong per se. Only real issue in my eyes was that in map06, the bars blocking the exit lower at an absolutely glacial pace. We ultimately just skipped out of the map before waiting for it to finish. Neat maps overall though, had a good time.
  14. You can get softlocked in map05 by jumping from a window and landing behind these crates.
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