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 modding teh mod

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jd
Gibs and Guts
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PostSubject: modding teh mod   Wed Nov 10, 2010 8:42 am

managed to override the 3 weapon max slot limit
with a 1 weapon limit each slot Cool

currently this should work fine for every slot (still need some testing to be sure) exept the melee weapons slot where this new limit doesnt consider the starting melee weapon as an occupied slot
i think because its undroppable
(so i find myself with 2 melee weap max the starting one and one to choose later)

still im quite happy now i dont have to scroll through loads of weapons that i dont use Very Happy

if somebody wants to try and developers give the ok i will upload the modified AEODdat.pk3 somewhere




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Findus
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PostSubject: Re: modding teh mod   Wed Nov 10, 2010 10:19 am

Well I dont think people think its such a huge problem to have few weps on each slot. However playing the game once with one in each slot would change the game completely, therefore it could be worth trying out.
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jd
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PostSubject: Re: modding teh mod   Wed Nov 10, 2010 10:56 am

well..dunno about the other ppl but for me more than 30 weap at one is a bit too much Very Happy

also less weapons at once make you choose better and make more use of the powerups..

anyway there is still a little problem..
cant drop a weapon when im out of ammo because i just cant select
weapons that are empty..instead stickybombs can be selected
even if the ammo counter is zero.. Question

maybe i should post this to the bugs section but whatever..
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Major Cooke
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PostSubject: Re: modding teh mod   Wed Nov 10, 2010 11:34 am

While I'm glad you decided to wait for approval from the dev team, I can't say I'll be giving mine. There's reasons why we have everything set up, and since you've encountered bugs already, I'm definitely going to be saying no. I really don't want other people to have their mods broken by non-devs and then complaining to us because we didn't cause it.

However, DBT has the final say on this. I'm just stating my opinion.

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"well, im not too sure. I mean, we made money, but im not able to wipe my ass with $100 bills yet." - DBThanatos
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jd
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PostSubject: Re: modding teh mod   Wed Nov 10, 2010 11:43 am

i did this to my personal use mainly nothing more..

anyway about the bugs encountered

"cant drop a weapon when im out of ammo because i just cant select
weapons that are empty"

im pretty sure to remeber this happening even before i modded

(and thats the reason why i wondered if i should post this under bugs) Smile


**EDIT: yep tested now with a vanilla 5.28 version of aeod not modified
the feature that i cant select empty weapons has nothing to do with my modifications
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Major Cooke
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PostSubject: Re: modding teh mod   Wed Nov 10, 2010 12:28 pm

Right, and that's because of a certain bug that's already in AEoD mainly the "dropweap" command.

I don't know when DBT will be releasing the next patch but in the mean time, bind the key that you want to drop weapons with to "puke 800". That's the AEoD weapon dropping command, and the only one you should use for our mod as well.

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"well, im not too sure. I mean, we made money, but im not able to wipe my ass with $100 bills yet." - DBThanatos
"And one for Bobo the Space Monkey!" - Postal Dude
"My grandmother could beat the game if she saved as much as you do!" - Postal Dude
"Float... They aaaaaall float! And when you're down here with me, fat boy! YOU... float... too!" - Pennywise, the Dancing Clown
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"That truck is fucked." - FPS Russia
Spetsnaz. When the only way to kill a terrorist is with a back-flipping Apache attack.
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jd
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PostSubject: Re: modding teh mod   Wed Nov 10, 2010 12:44 pm

err...dropping command works fine if binded in the menu under 'weapons'
instead of 'inventory'

the reason why i cant drop empty weapons is merely because i cant select them Very Happy

when they have no ammo in it they will be skipped
its cool under certain situations but a problem when you want to replace

point is that i have no idea if this is an aeod feature or a gzdoom standard
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DBThanatos
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PostSubject: Re: modding teh mod   Wed Nov 10, 2010 2:30 pm

Yes, is normal that you cant select weapons if you dont have ammo, and this have been always like this in zdoom. As a matter of fact, there's a request somewhere for weapons to be able to be selected even if they're out of ammo, for this same reason, but apparently, nothing has been done about it. This is something the zdoom developers should add, because if we (aeod team) try it on our side, we would just bloat the code with hacky "solutions".

Im glad you ask for permission, and Im interested in seeing what was your approach to this, so, please, send me in a PM the file, I'll review it, and from there I'll decide Wink

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