Search found 52 matches

by epiccolton26
Mon Feb 04, 2019 2:33 am
Forum: Gameplay Mods
Topic: Lambda (Oct/08/2023)
Replies: 258
Views: 95948

Re: [Release] Lambda: The OpFor Update

@epiccolton26 Selecting the OpFor weapons works fine for me, do you have the latest GZDoom (3.7.2)? It's true however, that neither give all nor impulse 101 gives you any of them, not a real dealbreaker, since it's a cheat :P Well, I did say possible bug for a reason. :P Yeah, I have the latest (3 ...
by epiccolton26
Mon Feb 04, 2019 1:13 am
Forum: Gameplay Mods
Topic: Lambda (Oct/08/2023)
Replies: 258
Views: 95948

Re: [Release] Lambda: The OpFor Update

Mod's shaping up to be pretty good! :)

I seem to be unable to select the Opposing Force weapons, even when I pick them up in-game, use IDKFA, or the "give weapons" cheat in the commandline. Just figured I'd shoutout that possible bug.
by epiccolton26
Thu Oct 18, 2018 9:27 pm
Forum: Gameplay Mods
Topic: Lithium 1.7.0 Beta 2 (Feb. 23, 2025)
Replies: 717
Views: 257260

Re: Lithium 1.6 (Oct. 16 2018)

Great mod! :D Though I have to report that the GUI on the menu has some scaling/cropping issues, where the buttons and text are cut off or disappear entirely, depending on how I have my window scaled and whatnot. I use widescreen and have a 16:9 ratio set in the Set Video Mode menu. Is this just an ...
by epiccolton26
Wed Aug 15, 2018 2:58 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 416885

Re: MetaDoom v5.0 "Klave" (Get Artifactual! p96)

(Extremely) Minor thing to report: I find that when your score count starts getting to higher amounts like say, past 100,000, it takes a much longer time to get to your current score. I messed around with the variables for the score interpolator and found that the best way to get past that issue is ...
by epiccolton26
Sat Jun 23, 2018 7:30 pm
Forum: Gameplay Mods
Topic: Supreme Invasion - Universal! v7 (11/09/2021) (Optimized!)
Replies: 60
Views: 23431

Re: Supreme Invasion - Universal!

Ah, good to know. Just wanted to make sure. :)
by epiccolton26
Sat Jun 23, 2018 3:55 pm
Forum: Gameplay Mods
Topic: Supreme Invasion - Universal! v7 (11/09/2021) (Optimized!)
Replies: 60
Views: 23431

Re: Supreme Invasion - Universal!

This is a pretty decent mod. Can definitely see the potential in this. :) One question, though. Is there any reason as to why you can pass through the enemies as if you're no-clipping? If it's there in the case that the player would be unable to move with the large enemy hordes in later waves if ...
by epiccolton26
Fri May 11, 2018 9:08 pm
Forum: Gameplay Mods
Topic: Zagemod (v1.6 RELEASED, pg 25)
Replies: 380
Views: 142853

Re: Zagemod (v0.7 Beta Released!)

As much as I love Doomzone, it's understandable that you'd want to do something else for a change, especially when I (and others) realized how long you've been working on it. All that aside, this is looking to be a pretty neat mod so far! Looking forward to future updates as always. I like more ...
by epiccolton26
Wed Apr 18, 2018 5:25 pm
Forum: Gameplay Mods
Topic: [INACTIVE] Doomzone v1.8.1
Replies: 159
Views: 31942

Re: Doomzone (v1.8 Released!)

Excellent update! I think one of my biggest favorites of this release was the changes done to the weapon spawning. At first I thought it was just me getting lucky with the good ol' RandomSpawner. Then I tried it again and again, and realized it was an intentional change. Now I don't have to go ...
by epiccolton26
Fri Mar 30, 2018 7:52 pm
Forum: Gameplay Mods
Topic: [v1.1.0] Episodic-EX - Play all levels in sequence!
Replies: 77
Views: 25049

Re: [MINI MOD][v1.2] zEpisodic - Play all levels in sequence

Good stuff! Would it be possible to have episodic WADs such as Valiant work with this? Or will they already work?

Just want to make sure.
by epiccolton26
Fri Mar 30, 2018 7:43 pm
Forum: Gameplay Mods
Topic: [v0.11.1-rc2] ZetaBot: The ZScript Bot
Replies: 146
Views: 31174

Re: [ALPHA 0.1.0a] ζetaBots: The ZScript Bot

The nofile link works for me. When I try to run the pk3 with the latest GZDoom SVN it's crashing to desktop every time (Very Fatal Error) :? Which version are you using / can anyone get it to run? Having this problem too. Didn't work with 3.2.5 or 3.3.0 after I updated the my GZDoom copy in case ...
by epiccolton26
Sun Dec 24, 2017 12:56 pm
Forum: Gameplay Mods
Topic: Complex DooM (UPDATED 10/01/22)
Replies: 115
Views: 139690

Re: OFFICIAL Complex DooM Thread (Nov 26 Hotfix)

Another small gripe I've been having is with the assault rifle. I find it weird that it fires in the same way as the vanilla DooM chaingun, firing two shots instead of one, especially when the gun operates on a 40+1 magazine. It just seems out of place, especially on a mod like this. Edit: Noticed ...
by epiccolton26
Wed Nov 29, 2017 1:48 pm
Forum: Gameplay Mods
Topic: Complex DooM (UPDATED 10/01/22)
Replies: 115
Views: 139690

Re: OFFICIAL Complex DooM Thread (Nov 26 Hotfix)

I'm noticing that when I start up a map on a new game upon starting up GZDoom, I get 4 messages that spam "GZDoom doesn't support execution of console commands from script", but other the mod is fine. I'm going to take a quick guess and say this is an issue on the GZDoom side of things, since this ...
by epiccolton26
Sun Oct 15, 2017 5:33 pm
Forum: Gameplay Mods
Topic: [INACTIVE] Doomzone v1.8.1
Replies: 159
Views: 31942

Re: Doomzone Mod

Good to know that the issue is all patched up! It was pretty annoying, as you can imagine. :P
by epiccolton26
Sun Oct 15, 2017 4:53 pm
Forum: Gameplay Mods
Topic: [INACTIVE] Doomzone v1.8.1
Replies: 159
Views: 31942

Re: Doomzone Mod

Nice to see Doomzone is getting a thread on the ZDoom forums. :) I've found an issue with the Slipgater's Axe when you have the Berserk powerup. Normally, the axe swings just fine, but when Berserk is active, the Axe just does an awkward swing then lowering animation and doesn't actually make a Puff ...
by epiccolton26
Tue Sep 26, 2017 6:22 pm
Forum: Gameplay Mods
Topic: [1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
Replies: 708
Views: 205587

Re: Doom Delta v2.0 BETA TEST!

Upon dying, Riflemen and Shotginners produce a weird sucking noise - "Suuuweeei" - that can be heard from afar. Is this the sound of human souls getting sucked in by the Dark Claw/Unmaker? If so, I am not hearing it when killing Chaingunners and Machinegunners. I just tested this using Kinsie's ...

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