Search found 41 matches
- Sun Aug 10, 2025 7:17 am
- Forum: Gameplay Mods
- Topic: Skeletal Doom 1.12d
- Replies: 72
- Views: 21810
Re: Skeletal Doom 1.12c
Version 1.12d is now available and unifies the file into one standalone main archive ("s_main") and an additional (optional) customised version of the "Vanilla Essence" mod specifically for use with Skeletal Doom ("s_vanillaessence.pk3"). The main file can be dropped into any configuration and will ...
- Wed Aug 06, 2025 10:32 am
- Forum: Gameplay Mods
- Topic: Skeletal Doom 1.12d
- Replies: 72
- Views: 21810
Re: Skeletal Doom 1.12c
Can't say I really understand why it can't be packaged in a pk3 and instead needs to be in ur gzdoom folder to play it. Would be much nicer if I could just slam it in ZDL with other things It was mainly for modularity so players could remove specific features. I didn't want to force people to have ...
- Wed Apr 09, 2025 3:59 pm
- Forum: Gameplay Mods
- Topic: Skeletal Doom 1.12d
- Replies: 72
- Views: 21810
Re: Skeletal Doom 1.07d
I added version 1.12c the "Bare Bones" edition which features the speed and challenge of vanilla Doom combined with the "impending doom" mechanics and skeletal enemies. I also edited the weapon sounds of the tactical (Weapons of Saturn) weapons to feature the vanilla sounds, tweaked the HUD and more ...
- Mon Apr 07, 2025 2:27 pm
- Forum: Gameplay Mods
- Topic: Skeletal Doom 1.12d
- Replies: 72
- Views: 21810
- Sun Apr 06, 2025 6:27 am
- Forum: Gameplay Mods
- Topic: Skeletal Doom 1.12d
- Replies: 72
- Views: 21810
Re: Skeletal Doom 1.07d
Sure thing, it's great to see that this is of some use for the community. Feel free to expand upon or change it as long as you mention all the other mod authors involved in all the other mods this is based on, as we all stand on the shoulders of giants ;) Have fun! PS.: I was also working on an ...
- Thu May 09, 2024 6:25 pm
- Forum: Gameplay Mods
- Topic: Skeletal Doom 1.12d
- Replies: 72
- Views: 21810
Re: Skeletal Doom 1.07d
Thanks for giving it a spin! The current version is quite a bit faster. You can always run and unless you're packing a lot of stuff, it won't drain stamina at all anymore. It almost sounds like you're using a version before 1.07d, especially since there should not be any issues with the mags, but it ...
- Wed Mar 27, 2024 10:10 am
- Forum: Gameplay Mods
- Topic: Skeletal Doom 1.12d
- Replies: 72
- Views: 21810
Re: Skeletal Doom 1.07d
I fixed the remaining performance issue, it would deteriorate after some time due to a rogue ACS script. Updated the main file to 1.07d. There should be no major performance bug left now.
- Wed Mar 27, 2024 7:24 am
- Forum: Gameplay Mods
- Topic: Skeletal Doom 1.12d
- Replies: 72
- Views: 21810
Re: Skeletal Doom 1.07c
You have bullets loaded but no mags/clips left? Then you should be able to shoot the remaining bullets but won't be able to reload until you find more ammunition. When the gun is empty and needs to be reloaded, a small tag "RELOAD" will appear at the bottom left of the HUD.
- Sat Mar 23, 2024 11:55 am
- Forum: Gameplay Mods
- Topic: Skeletal Doom 1.12d
- Replies: 72
- Views: 21810
Re: Skeletal Doom 1.07c
If you go to "Customize Controls" you can find the category "Use To Pickup", just pick a key for "Push object away". To remove any ammo from your weapon, or if your weapon is too damaged you can drop it, which is the only way, and the remaining ammo will be dropped separately as well. You can then ...
- Fri Mar 22, 2024 2:47 am
- Forum: Gameplay Mods
- Topic: Skeletal Doom 1.12d
- Replies: 72
- Views: 21810
Re: Skeletal Doom 1.07c
Yes, empty magazines are of no use and cannot be picked up anymore. Empty ones do not show a bullet in them if you look closely, there is just a metal casing. If a mag has ammo left, it will look like it's filled. Good idea to add an option to customise weights. As of now you can do that in the ...
- Thu Mar 21, 2024 3:51 pm
- Forum: Gameplay Mods
- Topic: Skeletal Doom 1.12d
- Replies: 72
- Views: 21810
Re: Skeletal Doom 1.07
Update to version 1.07c
- Fixed a performance issue where too many dead monsters in a level could cause slowdowns
- Fixed a performance issue where too many dead monsters in a level could cause slowdowns
- Sat Mar 16, 2024 11:48 am
- Forum: Gameplay Mods
- Topic: Skeletal Doom 1.12d
- Replies: 72
- Views: 21810
Re: Skeletal Doom 1.07
I updated the mod to version 1.07 where I rewrote several modules. As everything was quite slow and several mechanics still too tedious for no useful reason, I made it a bit faster and more streamlined. Many items can be picked up automatically like in the base game now, stamina will only kick in ...
- Fri Dec 03, 2021 11:05 am
- Forum: Gameplay Mods
- Topic: Skeletal Doom 1.12d
- Replies: 72
- Views: 21810
Re: Skeletal Doom 1.05
Indeed, it's the same amount of coin for every monster slain. If I do a future version, I should defninitely try and make different monsters spawn different amounts of obols 

- Thu Nov 18, 2021 3:20 pm
- Forum: Gameplay Mods
- Topic: Skeletal Doom 1.12d
- Replies: 72
- Views: 21810
Re: Skeletal Doom 1.05
All weapons are meant to have a low durability to encourage the player to find new ones and change them from time to time ;) The pistol is actually dropped and can be looted from any corpse (the chance to get a weapon or ammo is the same for each corpse). You are absolutely right with the empty new ...
- Wed Nov 17, 2021 4:56 pm
- Forum: Gameplay Mods
- Topic: Skeletal Doom 1.12d
- Replies: 72
- Views: 21810
Re: Skeletal Doom 1.05
Version 1.05a is out which fixes a few remaining bugs, no more invincible ghosts and better weight balancing. Have fun!