Search found 66 matches
- Sun Mar 08, 2020 6:06 pm
- Forum: Gameplay Mods
- Topic: [v1.22] MORTIS
- Replies: 27
- Views: 15582
Re: [v1.1] MORTIS
I noticed a bit of a bug! Berserk Packs don't seem to properly disappear, and they give you 100hp as per normal Doom rules. This gives you a full health bar when you should die in one hit, which I would assume breaks the intended balance. Furthermore, since you have no pain sprite, you turn into ...
- Sat Jan 12, 2019 8:22 pm
- Forum: Gameplay Mods
- Topic: josh771's AI Director
- Replies: 41
- Views: 41208
Re: josh771's AI Director
Unfortunately this seems to be broken in the latest version of gzDoom
This is the error message I get:
Script error, "AI-Director-0.2.zip:zscript.txt" line 197:
Type mismatch in function argument
This is the error message I get:
Script error, "AI-Director-0.2.zip:zscript.txt" line 197:
Type mismatch in function argument
- Tue Dec 04, 2018 4:24 pm
- Forum: Gameplay Mods
- Topic: Universal Enhanced AI
- Replies: 46
- Views: 39805
Re: Universal Enhanced AI
Heya! I wanted to say I'm adoring this mod, it really makes things a lot more interesting, especially the stealth feature. Used in conjunction with things like the lighting/fog and flashlight effects that come with Ultimate Doomvisor, it can really make for tense situations and scenarios where ...
- Tue Oct 30, 2018 9:23 pm
- Forum: Gameplay Mods
- Topic: Turn-based Mutator
- Replies: 33
- Views: 17341
Re: Turn-based Mutator
I don't much understand what the advanced option 'Player Turn Extension' actually does, could you elaborate a bit on that?
- Thu Jul 12, 2018 7:39 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Dynamic Music
- Replies: 11
- Views: 4636
Re: Dynamic Music
This is probably just about the coolest thing I've seen in a while. I've been hoping for a dynamic music setup like this for ages, a way to do the Doom2016 thing of 'subtle atmospheric tunes' vs 'amped up metal' between exploration and combat.
- Sun Jun 03, 2018 9:06 pm
- Forum: Gameplay Mods
- Topic: [v2.9.1] CHAMPIONS [update 09/03/21]
- Replies: 236
- Views: 114890
Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!
I can, yes, but this is spectres specifically. Or well, my replacements for them. Even when they aren't champions, their renderstyle is altered in such a way that it ruins the effect. If only actual Champions were changed (or only changed when they 'activate' when legendoom compatibility is turned ...
- Sun Jun 03, 2018 8:48 pm
- Forum: Gameplay Mods
- Topic: [v2.9.1] CHAMPIONS [update 09/03/21]
- Replies: 236
- Views: 114890
Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!
For some reason when I run this mod, all my monsters who have Renderstyle Subtract get swapped back to normal. I'm pretty sure this was happening when I set their Renderstyle to Shadow, too. I've done a lot of testing to see what was causing it, and it's definitely Champions. It happens no matter ...
- Mon May 21, 2018 4:32 pm
- Forum: Gameplay Mods
- Topic: [v2.9.1] CHAMPIONS [update 09/03/21]
- Replies: 236
- Views: 114890
Re: [v2.1] CHAMPIONS - Multicoloured Death Awaits!
I noticed what I think it a small bug. When I run this with LegenDoom LITE, the LegenDoom compatibility option doesn't seem to work. I typically have Champion chance set to 100% with LegenDoom Compatibility turned on, so every single Legendary enemy is also a Champion, but nothing else is. When I ...
- Tue May 08, 2018 5:01 pm
- Forum: Gameplay Mods
- Topic: [v2.9.1] CHAMPIONS [update 09/03/21]
- Replies: 236
- Views: 114890
Re: [v1.3] CHAMPIONS - Multicoloured Death Awaits!
I just ran into a small issue regarding the dark-red reviver champions. They don't drop anything. They don't drop bundles, they don't even drop their normal items if they're supposed to (like shotgunguys and chaingunners dropping their respective weapons, or zombiemen dropping clips). This is ...
- Sun May 06, 2018 6:19 pm
- Forum: Gameplay Mods
- Topic: [v2.9.1] CHAMPIONS [update 09/03/21]
- Replies: 236
- Views: 114890
Re: [v1.1] CHAMPIONS - Multicoloured Death Awaits!
I was going to ask for the same thing as Errant. My suggestion would be piles of armor or health bonuses like in Colorful Hell. Make a little invisible randomspawner, call it the 'BonusPinata' and have it burst into little pickups. Or maybe if you can get it to work, have it actually use the 'burst ...
- Sat Apr 14, 2018 9:17 am
- Forum: Gameplay Mods
- Topic: =Project Ironclad= (It's not quite dead, it's sleeping)
- Replies: 57
- Views: 17884
Re: =Project Ironclad= (It's not quite dead, it's sleeping)
Thanks for all the support, guys. Cryomundus and silentw in particular. It's been a very long while since I've worked on this, though there's still a lot that I have tinkered with and just haven't released yet. Hopefully I can get back in the swing of things soon, I've sure missed it. I don't wanna ...
- Sun Mar 25, 2018 10:36 pm
- Forum: Gameplay Mods
- Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
- Replies: 832
- Views: 242090
Re: GMOTA: Fantasy arcade action, NEW UPDATE 3/16/2018 [V1.1
I for one would *adore* being able to play GMOTA in Heretic or Hexen, though I do understand that'd be a lot of extra work and isn't at all a priority.
- Mon Mar 19, 2018 8:07 am
- Forum: Gameplay Mods
- Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
- Replies: 832
- Views: 242090
Re: GMOTA: Fantasy arcade action, NEW UPDATE 3/16/2018 [V1.1
Lifesteal on knives is mentioned in the guide, actually. The nifty little guide in the main menu.
- Sat Mar 17, 2018 11:23 am
- Forum: Gameplay Mods
- Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
- Replies: 832
- Views: 242090
Re: GMOTA: Fantasy arcade action, NEW UPDATE 3/16/2018 [V1.1
Loving this so far! Though I ran into a few weird things that seemed off. First, while I was playing as Blaz, I started to pick up 'Dark Gems' everywhere, with no real way of using them. As I found out, they're ammo for Doomslayer's rocket launcher equivalent, but I'm not sure if they're supposed to ...
- Sun Sep 17, 2017 6:13 pm
- Forum: Gameplay Mods
- Topic: Bullet-Eye - v0.12.7d - 3/30/25 - Enemy Mod Updated! 4/18/25
- Replies: 460
- Views: 173149
Re: Bullet-Eye (SNES/Retro Style Mod) v0.9.5 - Stop & Swap
Heya, this mod is super cool and I really like it! Has that same feel and polish GMOTA had, and I love that. I do have one small issue with it, though, which I hope will be an easy fix. When you activate the Bullet Eye, its special music starts playing and that's super cool, but when you put it away ...