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Moon man mod doom
Moon man mod doom










Hmm so there is still issues with that good I will take a look at it later and see what kind of fixes I can make. >Loading the wad after the assets unfortunately means the wad assets get used for some of the characters. I used GZDoom 2.4.0 64-bit () version in OpenGL mode, so try updating the GZDoom version to the newest one from here: I could remove the translation effect which should fix the Freedoom Fatso sprite but also in turn will give the DoomX.wad Fatso sprite a regular palette color as it is.įor the ZyklonBFG graphic glitch I did not encountered it at all so either it is a map issues or something due to your settings.

moon man mod doom

So try playing with that loading order and see if the same error is happening or something like that, the Fatso graphic glitch will still persist however because there is no new sprites at all for this creature and I don't know from where I should get a new one. Path=/usr/local/games/Doom/MoonManDooM/MoonMusicRandomizerEdition.pk3

moon man mod doom

However the sound issue should be fixed if pol.wad is loaded last and not first in the loading order, if that will fuck up the map or not I don't know since I did not played it at all in either loading mode (map01). That is due to MoonMan mod uses a lot of resources from pol.wad and either it is because due to file conflict or because of the actor name I didn't checked exactly whats the cause.












Moon man mod doom