Search found 18 matches

by killbotvii
Wed Nov 13, 2019 4:29 pm
Forum: Gameplay Mods
Topic: [3.4!] FINAL DOOMER +
Replies: 1203
Views: 449730

Re: [3.2!] FINAL DOOMER +

Yholl wrote: This feels like something you've done wrong. Something as vital as shotgun ammo not working would be quite an obvious problem.
Believe it or not, it was Demon Counterstrike causing that! No idea why that's touching ammo.
by killbotvii
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.
by killbotvii
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 ...
by killbotvii
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 ...
by killbotvii
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 ...
by killbotvii
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.
by killbotvii
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

PlayerLin wrote:I'll try this mod when this can run at latest GZDooM release. :)
I don't think you read the OP correctly. They literally say that it can run on the latest version of GZDoom.
by killbotvii
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]

armymen12002003 wrote:I still really would love to see this compatible with either heretic or hexen.
Seconded. It really is a shame that it's incompatible because of just how much it would make perfect sense for it.
by killbotvii
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?
by killbotvii
Wed Jul 11, 2018 8:43 am
Forum: Gameplay Mods
Topic: The Guncaster - 3.888b
Replies: 3052
Views: 894732

Re: The Guncaster - 3.0

Apeirogon wrote:I mean this is not single "HIARE YU ARE NEV AYTEM".
What?
by killbotvii
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

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 ?
Funny you mention that, as someone just ported Redneck Rampage's weapons. Check out the gameplay mods board.
by killbotvii
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.
by killbotvii
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.
by killbotvii
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 ...
by killbotvii
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.

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