Search found 747 matches
- Tue May 11, 2021 10:41 pm
- Forum: Levels
- Topic: DBK01: Dungeon Synths - looking for mappers!
- Replies: 30
- Views: 8573
Re: DBK01: Dungeon Synths - looking for mappers!
Here's my map: Kasparov's Claim Glen's already posted some screenshots in his post, so just scroll up if you're looking for those. As an aside I'm rather pleased with how quickly this one came together, from start to fully-completable in only about 7 days. Of course it had to wait a couple for ...
- Mon May 03, 2021 9:04 am
- Forum: Levels
- Topic: DBK01: Dungeon Synths - looking for mappers!
- Replies: 30
- Views: 8573
Re: DBK01: Dungeon Synths - looking for mappers!
Alright! Time to groove.
- Tue Feb 19, 2019 11:23 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165002
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
I don't know if this is the place to put this, but I've noticed Unhandled Exceptions with the 3D floors plugin in the latest build of GZDB. Since it seems to break with every change to the main editor since its creation, I have to wonder if it'd be better off implemented as a part of the editor ...
- Tue Feb 12, 2019 11:50 am
- Forum: Bugs [GZDoom]
- Topic: [3.7.0 - 3.8pre] Fatal Error on startup w/ SVGHZ3D
- Replies: 1
- Views: 702
[3.7.0 - 3.8pre] Fatal Error on startup w/ SVGHZ3D
https://www.doomworld.com/idgames/level ... u/sonicg3d
The mod worked with previous versions of GZDoom, but as of 3.7.0 onward it crashes with a Very Fatal Error on startup.
The mod worked with previous versions of GZDoom, but as of 3.7.0 onward it crashes with a Very Fatal Error on startup.
- Tue Jan 08, 2019 2:28 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Separate Ambient Sound Act with Square Perimeter/Radius
- Replies: 6
- Views: 769
Re: Separate Ambient Sound Act with Square Perimeter/Radius
They're all details either added in later games or by an old Carmack interview.
- Sat Dec 22, 2018 12:55 am
- Forum: Abandoned/Dead Projects
- Topic: Spooktober Community Mapping Project [1.0.6]
- Replies: 110
- Views: 37742
Re: Spooktober Community Mapping Project [1.0]
It's good to finally open the champagne bottle on this project.
And I guess you could interpret the delay as an opportunity for a real nightmare before Christmas.
And I guess you could interpret the delay as an opportunity for a real nightmare before Christmas.
- Fri Dec 21, 2018 2:07 am
- Forum: Gameplay Mods
- Topic: Aim Assist Mod v0.8.1
- Replies: 66
- Views: 46588
Re: Aim Assist Mod v0.4
Excellent, thank you very much! It works great with portals now. Unfortunately, I tried to edit the sensitivity setting like you suggested, but it made no apparent difference. pitch i'm left with after killing this imp: https://media.discordapp.net/attachments/525576834096824320/525581495721525278/1 ...
- Thu Dec 20, 2018 8:49 pm
- Forum: Gameplay Mods
- Topic: Aim Assist Mod v0.8.1
- Replies: 66
- Views: 46588
Re: Aim Assist Mod v0.3
I've attached a simple test map containing two portals.
- Thu Dec 20, 2018 12:05 pm
- Forum: Gameplay Mods
- Topic: Aim Assist Mod v0.8.1
- Replies: 66
- Views: 46588
Re: Aim Assist Mod v0.3
I found a few issues with this: 1) the player angles slightly up/down towards enemies that are very close to them, leaving the view uncentered once they're dispatched. 2) it does not play well with portals at all, tending to point down and to the left of where the enemy actually is. Other than that ...
- Sat Oct 20, 2018 10:41 pm
- Forum: Abandoned/Dead Projects
- Topic: Spooktober Community Mapping Project [1.0.6]
- Replies: 110
- Views: 37742
Re: Spooktober Community Mapping Project
Nine days? Yeah, I can do that. Sign me up.
- Mon Oct 01, 2018 10:48 pm
- Forum: Abandoned/Dead Projects
- Topic: Spooktober Community Mapping Project [1.0.6]
- Replies: 110
- Views: 37742
Re: Spooktober Community Map Project [Working Title]
Filled already? That's too bad.
- Mon Sep 17, 2018 6:28 pm
- Forum: Classic ("Carmack") Software Renderer Bugs
- Topic: r_debug_draw broken
- Replies: 1
- Views: 6536
r_debug_draw broken
r_debug_draw no longer works as intended, instead just freezing the screen in the Carmack renderer. Tested with the latest devbuild as of this post [x64-g3.6pre-91-g38c8f0d58]. I think this might've been introduced by the inclusion of software mode post-processing effects, considering how the ones ...
- Thu Sep 13, 2018 9:52 am
- Forum: Gameplay Mods
- Topic: Brutalarliest Doom
- Replies: 13
- Views: 3432
Re: Brutalarliest Doom
New update, now firing the lil kill weapon for too long will cause doomguy's hand to catch on fire. And in case you didn't notice it before, Shotgun guys have a special attack that kills them due to the intense recoil of their shotguns. I'm also thinking of adding a monster that throws corpses at ...
- Wed Sep 12, 2018 10:39 am
- Forum: TCs, Full Games, and Other Projects
- Topic: horror wad Where Am I
- Replies: 3
- Views: 1212
Re: horror wad Where Am I
That was pretty spooky, I liked the ambient music. I'm not sure if you're intended to be able to avoid the ghost at the end, though.
- Tue Sep 11, 2018 8:16 am
- Forum: Gameplay Mods
- Topic: Brutalarliest Doom
- Replies: 13
- Views: 3432
Re: Brutalarliest Doom

imgur isn't working right now so here's this instead