Believe it or not, it was Demon Counterstrike causing that! No idea why that's touching ammo.Yholl wrote: This feels like something you've done wrong. Something as vital as shotgun ammo not working would be quite an obvious problem.
Search found 18 matches
- Wed Nov 13, 2019 4:29 pm
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1203
- Views: 449730
Re: [3.2!] FINAL DOOMER +
- Tue Nov 12, 2019 6:35 pm
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1203
- Views: 449730
Re: [3.2!] FINAL DOOMER +
Picking up shotgun shells displays the message of picking them up but doesn't add them to your ammo count. All other ways of gaining shells still work.
- Wed Aug 01, 2018 9:12 am
- Forum: Gameplay Mods
- Topic: Lithium 1.7.0 Beta 2 (Feb. 23, 2025)
- Replies: 717
- Views: 258715
Re: Lithium 1.5.3 (Nov. 22 2017) [2.0 info - pg24]
I want to quickly mention that I'm not trying to attack you for your decision at all, I actually think it's really interesting. My user-friendliness point when I really think about it, is probably heavily biased. I may simply think it is that way because I use it far and array the most. Anyway, I ...
- Sat Jul 28, 2018 7:35 pm
- Forum: Gameplay Mods
- Topic: Lithium 1.7.0 Beta 2 (Feb. 23, 2025)
- Replies: 717
- Views: 258715
Re: Lithium 1.5.3 (Nov. 22 2017) [2.0 info - pg24]
One potential problem with switching to EE, which I'm sure you've thought about, is that many people may be entirely unwilling to switch to a new engine. EE isn't quite as user-friendly, but more important, I don't believe it supports true 3D. I could be wrong in that last part, but I know that I ...
- Fri Jul 27, 2018 11:01 am
- Forum: Gameplay Mods
- Topic: [v0.11.1-rc2] ZetaBot: The ZScript Bot
- Replies: 146
- Views: 31354
Re: ζetaBots: The ZScript Bot
I'm a literal retard and don't know how to operate this mod. I load it up and nothing's changed. How do I actually play this mod? Please and thank you. So I also didn't know what to do, but I figured it out. Just open the console and type "addbot" without the "s. Every time you type that, it adds ...
- Thu Jul 26, 2018 1:11 pm
- Forum: Gameplay Mods
- Topic: Samsara: Extra Heroes (Version C2) + ExMixer (0.81)
- Replies: 184
- Views: 73274
Re: [WIP] Samsara: Extra Heroes + ExMixer
Looks like I didn't read it correct then lol.
- Thu Jul 26, 2018 11:22 am
- Forum: Gameplay Mods
- Topic: Samsara: Extra Heroes (Version C2) + ExMixer (0.81)
- Replies: 184
- Views: 73274
Re: [WIP] Samsara: Extra Heroes + ExMixer
I don't think you read the OP correctly. They literally say that it can run on the latest version of GZDoom.PlayerLin wrote:I'll try this mod when this can run at latest GZDooM release.
- Wed Jul 25, 2018 8:32 pm
- Forum: Gameplay Mods
- Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
- Replies: 832
- Views: 242370
Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]
Seconded. It really is a shame that it's incompatible because of just how much it would make perfect sense for it.armymen12002003 wrote:I still really would love to see this compatible with either heretic or hexen.
- Fri Jul 13, 2018 10:51 pm
- Forum: Gameplay Mods
- Topic: DarkDoomZ v1.10 [idgames]
- Replies: 152
- Views: 116856
Re: DarkDoomZ v1.4 (custom darkness + flashlight)
Perhaps I'm out of my field here, but wouldn't introducing a function that, upon area transition, deletes all spotlights and then spawns in a fresh one fix this issue?
- Wed Jul 11, 2018 8:43 am
- Forum: Gameplay Mods
- Topic: The Guncaster - 3.888b
- Replies: 3052
- Views: 894732
Re: The Guncaster - 3.0
What?Apeirogon wrote:I mean this is not single "HIARE YU ARE NEV AYTEM".
- Tue Jul 10, 2018 9:27 pm
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5360
- Views: 691346
Re: ZDoom project ideas you have
Funny you mention that, as someone just ported Redneck Rampage's weapons. Check out the gameplay mods board.Hgluzowski wrote:So... if we had 3D mods with Quake (1996) content ,and we get Chasm (1997) 3D mod ... what next ?
Thief: The Dark Project ?... or maybe Redneck Rampage ?
- Sun Jul 08, 2018 11:30 pm
- Forum: Gameplay Mods
- Topic: DarkDoomZ v1.10 [idgames]
- Replies: 152
- Views: 116856
Re: DarkDoomZ v1.4 (custom darkness + flashlight)
That makes a lot of sense. What a frustrating engine limitation.
- Sun Jul 08, 2018 6:33 pm
- Forum: Gameplay Mods
- Topic: DarkDoomZ v1.10 [idgames]
- Replies: 152
- Views: 116856
Re: DarkDoomZ v1.4 (custom darkness + flashlight)
On certain maps there is extreme lag when the flashlight is on. A good and quick example is when you play RTC-3057, which is an old ZDoom map from 2003 or 2004. Turn on the flashlight and the framerate drops to deep below 1 FPS. It returns back to normal the moment you turn it off.
- Fri Jul 06, 2018 8:05 am
- Forum: Gameplay Mods
- Topic: OPERATION: INHUMAN (BRUTAL20B READY)
- Replies: 210
- Views: 48071
Re: OPERATION: INHUMAN (BRUTAL20B READY)
Script error, "opinhumanbeta.pk3:thecodes.wad:W_PLAYER" line 4154: Script error, "opinhumanbeta.pk3:thecodes.wad:W_PLAYER" line 4154: Tried to define class 'PlayerFlyingBlood' more than twice in the same file. getting that with the latest version of GZDoom with this mod's current download. Also ...
- Mon Jul 02, 2018 6:44 pm
- Forum: Gameplay Mods
- Topic: Supreme Invasion - Universal! v8 (7/23/2025)
- Replies: 61
- Views: 24761
Re: Supreme Invasion - Universal!
This is weirdly incompatible with Doom RPG SE(the new maintained version by Sumwunn). I say weirdly in it that it works, it will spawn the monsters, but you can't damage them. No reaction to shooting them whatsoever.