Search found 12 matches
- Sun Jun 28, 2015 11:55 am
- Forum: Abandoned/Dead Projects
- Topic: ÆoD (6.06.02 (03-14-16))
- Replies: 3696
- Views: 471680
Re: ÆoD (6.06.01 (04-20-15))
Any chance you could have another version as just the monsters, like a huge random monster spawner wad?
- Tue Jan 06, 2015 3:45 pm
- Forum: Gameplay Mods
- Topic: Brutal Doom 0.19 Vanilified
- Replies: 33
- Views: 13760
Re: Brutal Doom 0.19 Vanilified
Any chance anyone can re-upload this?
Thanks in advance.
Thanks in advance.
- Tue Jan 06, 2015 3:43 am
- Forum: Editing (Archive)
- Topic: Survival Element
- Replies: 5
- Views: 568
Re: Survival Element
Happy new year EVERYONE 
EDIT:- Didnt notice latest version of scavenger...Close thread please if need be.

EDIT:- Didnt notice latest version of scavenger...Close thread please if need be.
- Tue Dec 16, 2014 8:53 pm
- Forum: General
- Topic: Dynamic Fog for Wads? / Atmospheric Wads?
- Replies: 10
- Views: 5278
Re: Dynamic Fog for Wads? / Atmospheric Wads?
I'd like to bump as i would love to see if something like this could be made, it sounded simple enough but i dont know squat... but Caligari_87 made it sound like a cake walk lol But with a quick look up it seems like it can be done with Sector_SetFade and Sector_SetColor but i doubt its similar to ...
- Wed Dec 10, 2014 1:20 pm
- Forum: Editing (Archive)
- Topic: Survival Element
- Replies: 5
- Views: 568
Re: Survival Element
I thought it could be simpler (at least to an air head like me) if i do actor MedPatch : HealthPickup 2011 { health 10 HealthPickup.Autouse 0 Inventory.MaxAmount 1 Inventory.Icon "I_STMP" Inventory.PickupMessage "You picked up the Med patch." States { Spawn: STMP A -1 Stop } } actor MedKit ...
- Wed Dec 10, 2014 1:13 pm
- Forum: Editing (Archive)
- Topic: Survival Element
- Replies: 5
- Views: 568
Re: Survival Element
I would prefer once the player wants to apply the med/stim they are stop immediately in there tracks as this way they need to find cover 1st & saves them from using it as they slide off a cliff or something. Wow are you the guy that made Smart Scavenger? Thats a great mod, but may i ask is there a ...
- Wed Dec 10, 2014 12:22 pm
- Forum: Editing (Archive)
- Topic: Survival Element
- Replies: 5
- Views: 568
Survival Element
Hi I would like to rip (or recreate, whichever is easier) Left 4 Dooms survival element of having to pickup-able medkit/stimpacks (or in this case of alphaent's mod, pills) & to use them the player is forced to stand still while the medkit is applied, while the pills are applied quicker for the ...
- Wed Apr 23, 2014 9:13 am
- Forum: Editing (Archive)
- Topic: Hexen Real Weapons Fix
- Replies: 9
- Views: 700
Re: Hexen Real Weapons Fix
Thanks for the help all & to Blue Shadow for the helping hand, really appreciated.
I will host that fix on MediaFire for all to use, so you can remove it from your DropBox account
http://www.mediafire.com/download/j0pja ... 50_fix.pk3
I will host that fix on MediaFire for all to use, so you can remove it from your DropBox account

http://www.mediafire.com/download/j0pja ... 50_fix.pk3
- Tue Apr 22, 2014 5:52 am
- Forum: Editing (Archive)
- Topic: Hexen Real Weapons Fix
- Replies: 9
- Views: 700
Re: Hexen Real Weapons Fix
That fixed it :) there is a small error that does not need to be worried about (at least to me) if you goto controls and bind a button to the new realistic controls at the bottom & then use that key to toggle the weapon, it will give out a script error (i think it was) but this is easily cured by ...
- Mon Apr 21, 2014 8:17 am
- Forum: Editing (Archive)
- Topic: Hexen Real Weapons Fix
- Replies: 9
- Views: 700
Re: Hexen Real Weapons Fix
Nope, now i get "Script error, "HexRealWeps-050.pk3:newweaps.txt" line 240: Replaced type 'Axe' not found in Axe2"
Thank you all at least for helping, very appreciated
But is there any other ideas anyone at all?, im stumped.
Thank you all at least for helping, very appreciated

- Sat Apr 19, 2014 1:34 am
- Forum: Editing (Archive)
- Topic: Hexen Real Weapons Fix
- Replies: 9
- Views: 700
Re: Hexen Real Weapons Fix
Tried that but the script does'nt understand it defined in line 242 if so. Im surprised know one ran into this on the original thread years ago. I made it a .pk3 mod so if some one can take a look at it & see if it works on there end or help with a fix? Thanks. http://www.mediafire.com/download ...
- Fri Apr 18, 2014 10:27 am
- Forum: Editing (Archive)
- Topic: Hexen Real Weapons Fix
- Replies: 9
- Views: 700
Hexen Real Weapons Fix
I hope this is in the right topic as its technically editing a mod that does not work. I have downloaded a Real Weapons Mod for Hexen to try out but i get an error "Script error, "HexRealWeps-050.wad:newweaps.txt" line 240: Cannot replace class Axe with itself" (I think this was the last version ...