Search found 54 matches

by GreenDoomguy1999
Thu May 04, 2023 3:49 am
Forum: Graphic/Audio Patches
Topic: Fullscreen Statusbar Mod (UPDATE: v5.2.1)
Replies: 399
Views: 181504

Re: Fullscreen Statusbar Mod [v5.1.11]

Don’t know if wad compatibility updates are planned, but there was another mappack that works a little unstable with the mod Wad - Bloody Steel Problem - the statusbar in the mappack has 2 sizes - regular 320x32 and hi-res 1280x128, the hi-res one is used by default and looks like this without the m ...
by GreenDoomguy1999
Wed Nov 23, 2022 4:08 pm
Forum: Gameplay Mods
Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
Replies: 1185
Views: 459191

Re: [4.3] Corruption Cards - Choose cards that alter your game!

Did I missed something or LZDoom compatibility been dropped? Version 4.3 crashes with Script error, "CorruptionCards-v4.3.pk3:zscript/corruptioncards/cards/monstergeneric.zscript" line 351: Unknown identifier 'bFULLVOLSEE' Function without prototype needs register info manually set: CCards_Actor ...
by GreenDoomguy1999
Tue Aug 09, 2022 2:07 am
Forum: Graphic/Audio Patches
Topic: Fullscreen Statusbar Mod (UPDATE: v5.2.1)
Replies: 399
Views: 181504

Re: Fullscreen Statusbar Mod [v5.1.11]

Dumb question but is it possible to add the custom scaling for non-split bar(like x/y), so it could be possible to make it reach corners of the screen?
by GreenDoomguy1999
Sat Sep 04, 2021 12:17 pm
Forum: Gameplay Mods
Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
Replies: 1185
Views: 459191

Re: [2.3] Corruption Cards - Choose cards that alter your ga

Found some bugs
1.I using version 2.3 but it's still says 2.2c in console
2.Angry Bones card crashes into console after few seconds(possibly because I'm playing through LZDoom)

Also opposite version of Small Companion card would be cool
by GreenDoomguy1999
Thu Jul 01, 2021 9:29 am
Forum: Gameplay Mods
Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
Replies: 1185
Views: 459191

Re: [2.1] Corruption Cards - Choose cards that alter your ga

Don't know is it a bug or I loaded v.2.1 incorrectly(tried in GZD 4.5.0 and LZD 3.86a),but it loads like I didn't added it
by GreenDoomguy1999
Mon Sep 07, 2020 3:55 am
Forum: Closed Bugs [GZDoom]
Topic: GZDoom crashes with "ZDoom Vert Fatal Error" Screen
Replies: 3
Views: 307

Re: GZDoom crashes with "ZDoom Vert Fatal Error" Screen

Actually I tried to dig a little bit deeper,and looks like it problem not of Bandicam ENTIRELY,but the problem of OLD versions of Bandicam,because I had v.4.4.0, yesterday I downloaded v.4.5.8(judging by changelog they added Vulkan support somewhere in v.4.5.x),and Vulkan render works absolutely fine
by GreenDoomguy1999
Mon Sep 07, 2020 2:36 am
Forum: Gameplay Mods
Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Replies: 2008
Views: 667271

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

New version,new bugs -Is it me or rocket launcher sound plays twice,causing it to sound louder? -Option for ricochets and recoil is impossible to change,because it shows as "unknown"(and seems to be turned on) -Weapon sway causes weapons to be really low with standard angle compared to vanilla ...
by GreenDoomguy1999
Sat Sep 05, 2020 8:15 am
Forum: Closed Bugs [GZDoom]
Topic: GZDoom crashes with "ZDoom Vert Fatal Error" Screen
Replies: 3
Views: 307

GZDoom crashes with "ZDoom Vert Fatal Error" Screen

For some reason GZDoom started to crash with Vulkan render about a month ago,no matter if mods loaded or not.
The weird thing about all of this is that it worked absolutely fine before.
Crash report included.
by GreenDoomguy1999
Fri Aug 21, 2020 7:58 am
Forum: TCs, Full Games, and Other Projects
Topic: Doom: The Golden Souls 3 - Important update at p.17, follow me on https://twitter.com/Batandy_ for project updates
Replies: 250
Views: 85712

Re: Doom: The Golden Souls 3 - Demo 2 OUT NOW!

Looks like the new update causes game to crash with "ZDoom Very Fatal Error" screen if you load it with Vulkan render
by GreenDoomguy1999
Fri Aug 07, 2020 1:33 pm
Forum: TCs, Full Games, and Other Projects
Topic: Doom: The Golden Souls 3 - Important update at p.17, follow me on https://twitter.com/Batandy_ for project updates
Replies: 250
Views: 85712

Re: Doom: The Golden Souls 3 - Demo 2 OUT NOW!

I think it would be cool to have switch between sprites and models for items that can be picked up,maybe it will add optimization
by GreenDoomguy1999
Tue Jul 21, 2020 7:40 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 406005

Re: Ultimate Doom Builder

Don't know is it counts as bug,but for some reason decorate actors appears as unknown
by GreenDoomguy1999
Thu May 14, 2020 7:42 am
Forum: Resources
Topic: [Skins] 150 Doomguy Skins (New Download!)
Replies: 20
Views: 19806

Re: [Skins] 150 Doomguy Skins (New Download!)

Decided to also fix the mugshot with cigarette from Fistful of Doom
-Fixed lazy mirrored and copypasted frames
-New CIGST12 instead of copypasted CIGST10
-Corrected CIGKILL2 face
-Corrected blood on CIGKILL4 teeth
-Fixed dissapearing beard on CIGDEAD0 face
by GreenDoomguy1999
Sun Apr 26, 2020 4:09 am
Forum: TCs, Full Games, and Other Projects
Topic: The City of the Damned | Remaster | v2.0 released
Replies: 50
Views: 12707

Re: The City of the Damned | Remaster | v2.0 released

I think mugshot from Bloodpack would fit better than static BJ face from TNO(especially with players skin)
Just a random frame for example
by GreenDoomguy1999
Fri Apr 24, 2020 2:28 pm
Forum: Gameplay Mods
Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Replies: 2008
Views: 667271

Re: Smooth Doom [UPDATE 9/25/19]

Okay,but what about pain elemental,is he will have same change?
Also found another bug :
-FastCacodemonBall lacks dynamic light
by GreenDoomguy1999
Thu Apr 23, 2020 1:08 pm
Forum: Gameplay Mods
Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Replies: 2008
Views: 667271

Re: Smooth Doom [UPDATE 9/25/19]

Looks like I found new bug: -Cacodemon's attack animation ends after cacodemon starts moving,resulting this Interestingly enough, the last frame isn't even being used; I think this'll fix it. See: HEAD A 3 A_Chase loop HEMI FEDCB 2 A_Chase goto see Missile: HEMI BC 2 A_FaceTarget HEMI DE 3 A ...

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