Search found 213 matches

by dawnbreez
Mon May 05, 2025 7:43 pm
Forum: Gameplay Mods
Topic: Re: DOOMablo: a looter-shooter DOOM (v0.3.0a - I heard you needed something powerful and precise, eh?)
Replies: 181
Views: 41297

Re: DOOMablo: a looter-shooter DOOM (v0.2.3a - a coldfix)

Yo! Seconding tuintje's post, take it as slow as you gotta. Your health comes first. ...that said, I finally submitted a pull request with some changes to how the chaingun works, to make it easier to use (and hopefully shake the SMG's dominance over the bullet weapons category). Let me know what you ...
by dawnbreez
Fri Apr 04, 2025 4:48 am
Forum: Levels
Topic: DOOM+ V1.4.1: Thy Flesh Continued!
Replies: 11
Views: 1927

Re: DOOM+ V1.4.1: Thy Flesh Continued!

I think I recognize this E1M1 remake. This wouldn't happen to be based on Maps Of Chaos, would it?
by dawnbreez
Wed Feb 26, 2025 10:54 am
Forum: Gameplay Mods
Topic: Re: DOOMablo: a looter-shooter DOOM (v0.3.0a - I heard you needed something powerful and precise, eh?)
Replies: 181
Views: 41297

Re: DOOMablo: a looter-shooter DOOM (v0.2.1a -Flasks are searching for their place in life)

One thing about elemental resistances for the monsters is that it's quite hard to make it seem logical. For example, your monster pack can have ice monsters, but the "monster affixer" in my mod will give it fire resistance. That's silly. Maybe something "tech-like" would seem better instead ...
by dawnbreez
Sun Feb 16, 2025 6:43 pm
Forum: Gameplay Mods
Topic: Re: DOOMablo: a looter-shooter DOOM (v0.3.0a - I heard you needed something powerful and precise, eh?)
Replies: 181
Views: 41297

Re: DOOMablo: a looter-shooter DOOM (v0.2.1a -Flasks are searching for their place in life)

Merging pots and grenades into a single "active item" slot could be neat, yeah. IMO, it would work best if you had two slots, a la Dead Cells--then you can choose to focus entirely on having multiple healing options, on having tons of burst damage, or you can have one healing item and one offensive ...
by dawnbreez
Sat Feb 15, 2025 7:04 pm
Forum: Gameplay Mods
Topic: Re: DOOMablo: a looter-shooter DOOM (v0.3.0a - I heard you needed something powerful and precise, eh?)
Replies: 181
Views: 41297

Re: DOOMablo: a looter-shooter DOOM (v0.1.7a - Minor HUD stuff)

So, if you weren't aware, there actually is a variant of the BFG9K that uses what is essentially an explosive projectile. I picked it up in my last playthrough and it does INSANE damage. And while I like the first couple ideas, I would prefer if an infinite ammo weapon were a bit stranger, like ...
by dawnbreez
Fri Feb 07, 2025 7:31 am
Forum: TCs, Full Games, and Other Projects
Topic: [RELEASE] KLOINKS! - A Claymation-like Standalone Game for GZDoom
Replies: 25
Views: 11143

Re: [RELEASE] KLOINKS! - A Claymation-like Standalone Game for GZDoom

Unfortunately, on gzdoom 4.14, I get a VM abort on the intermission screen: VM execution aborted: Tried to read from address zero. Called from StatusScreen.StartMusic at gzdoom.pk3:zscript/ui/statscreen/statscreen.zs, line 829 Called from Klay_Intermission.ticker at KLOINKS.ipk3:zscript/menu ...
by dawnbreez
Fri Feb 07, 2025 12:19 am
Forum: Gameplay Mods
Topic: Re: DOOMablo: a looter-shooter DOOM (v0.3.0a - I heard you needed something powerful and precise, eh?)
Replies: 181
Views: 41297

Re: DOOMablo: a looter-shooter DOOM (v0.1.7a - Minor HUD stuff)

If we're talking about new weapons, lemme pitch an idea for a new weapon in each slot: - Claymore: Big sword. Higher damage output than the chainsaw in short bursts, but has a long recovery animation (that can be swap-cancelled). - Blaster: Infinite-ammo sidearm that fires a projectile. You might ...
by dawnbreez
Thu Feb 06, 2025 2:21 pm
Forum: Gameplay Mods
Topic: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.
Replies: 50
Views: 14452

Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.

I'm loving this so far, but the player's lower speed has been tripping me up--I can't outrun revenant homing missiles anymore! D: Also: This is definitely accurate to Noita, but getting an explosion spell as part of a shuffle wand is a special kind of pain :P [Edit] For those of you having issues ...
by dawnbreez
Sun Feb 02, 2025 4:40 am
Forum: Gameplay Mods
Topic: No More Hitscans [GZDoom 4.14]
Replies: 11
Views: 5848

Re: No More Hitscans [GZDoom 4.14]

Holy shit, finally! I've been hoping for a way to get a hitscan's damage since I first tried my hand at universal hitscan replacements with BulletZ.
by dawnbreez
Sun Sep 22, 2024 7:36 am
Forum: Gameplay Mods
Topic: Final Raider Gold - Croft Never Dies
Replies: 10
Views: 2981

Re: Final Raider - Croft Never Dies

i absolutely loved the right click fires guns sequentially i was wanting something like this BUT i did noticed something odd,but lara moves rather slowly is that itentional?(it still happens if i use something like universal build move for example) There was something in the patch notes about ...
by dawnbreez
Thu Sep 19, 2024 6:35 am
Forum: Gameplay Mods
Topic: [3.4!] FINAL DOOMER +
Replies: 1195
Views: 443704

Re: [3.4!] FINAL DOOMER +

Just a heads up: When using Final Doomer with Gun Bonsai, if you upgrade the Burst Needler with Piercing Shots, it'll stop applying the debuff. (You can just turn Piercing Shots off in the menu between level-ups, but it's kind of annoying to accidentally waste a level-up.)
by dawnbreez
Thu Sep 12, 2024 2:54 am
Forum: Gameplay Mods
Topic: HXRTC Project Golden Edition Plus R18 (Update 2 May 2025)
Replies: 753
Views: 272460

Re: HXRTC Project Golden Edition Plus R15b (9 Jun 2024)

Loaded this up with GZDoom 4.12.2, and I've been getting the following error on occasion when certain imp projectiles hit things: VM execution aborted: Invalid class FreezerImpBall in function call to Weapon.A_WeaponReady. Weapon expected Called from state Shotgun.0 in FreezerImpBall I'm not sure ...
by dawnbreez
Mon Jul 15, 2024 12:13 pm
Forum: Gameplay Mods
Topic: Alice: Toys of Madness v1.2.0 - Feb 13, 2025
Replies: 44
Views: 17564

Re: Alice: Toys of Madness - beta release

Oh, this is rad. I love the way the cards are animated--I might have to go digging around in here to see how you did it. Also, "Mischief", "Mettle", and "Malice" as ammo types is a nice touch.
by dawnbreez
Tue Apr 30, 2024 4:16 am
Forum: Gameplay Mods
Topic: Skeletal Doom 1.12c
Replies: 68
Views: 20270

Re: Skeletal Doom 1.07d

This has potential, but there's a couple of clunky details, and there's an important lesson that Hideous Destructor learned that really needs to be applied here. Firstly, the awkward details: - Mag management for the pistol is really clunky. Picking up a partial magazine...resets your current mag to ...
by dawnbreez
Sun Apr 28, 2024 11:35 pm
Forum: Gameplay Mods
Topic: BulletZ: Proof-of-concept universal hitscan replacement
Replies: 32
Views: 16908

Re: BulletZ: Proof-of-concept universal hitscan replacement

The mod breaks monster fighting. This is a side effect of switching to projectiles. Projectiles check whether they're hitting a thing of the same type as their owner, and by default, don't do damage to things of the same type as whatever fired them. Hitscans, on the other hand, don't check ...

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