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Steinkrauz

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  1. @Arsinikk, in the case you are on Windows and don't want to wait a public release, you can grab my current build here. I was able to load 100 Line Massacre with it and play first five levels, so on some basic level it works.
  2. Just another voxel project to borrow models from. I've added some gore models to my vavoom and it looks quite nice. EDIT: removed the offending link
  3. https://github.com/steinkrauz/k8vavoom_extras/releases/download/220315/K8Vavoom220316.zip For you, my fellow early adopters ;-)
  4. Fun fact: on Windows 10 freshly build k8vavoom.exe is 10.9MB
  5. I wrote something based on the source code https://github.com/steinkrauz/k8vavoom_extras/blob/main/K8_model_definition.md @ketmar, please have a look, may be you can add some hints too or fix an error.
  6. Found a small bug in Map07 that makes it unplayable in k8Vavoom (and any other ports with more precise bounds checking than the original). The chamber for the archvile used to resurrect the mancubus is too tight, so with a more accurate bounds check the archvile gots stuck in the wall, then mancubus stays dead and a player cannot move forward without cheats.
  7. And another bug/feature. In Ultimate Doom, E2M4 there is a small room with some nice stuff. When you cross the entrance, a part of the floor is raised to block the exit. But if you somehow stay on this part, you'll be trapped in this sector with no way out. GZDoom in this case will kill you, just like with a normal crusher, Chocolate, on the other hand, will also trap out, though another way. That's why I'm not sure if it's a bug, or simply normal Tech1 behavior.
  8. By the way, are the multiple lines in the log like Warning: field `user_spray` is missing in saved data for class `K8Gore_BloodTransient` considered a bug or a feature? P.S. My build is not the most recent, being dated 29.11.21, but there wasn't any significant changes since then as I far as I can tall. Also, it happens even with freshly made saves, so it's not an artifact from a previous version.
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