Search found 52 matches
- 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 ...
- 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.

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.
- 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 ...
- 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 ...
- 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. 

- 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 ...
- 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 ...
- 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 ...
- 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.
Just want to make sure.
- 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 ...
- 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 ...
- 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 ...
- 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. 

- 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 ...
- 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 ...