Search found 329 matches

by MaxRideWizardLord
Wed Sep 16, 2020 3:03 pm
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1086425

Re: Hideous Destructor 4.4.2b

1) There is no way I can get out of "mag manager" once I open it up, and it seems there is no button to bind to close it. Once it's open, it stays forever for me. Clicking it again does nothing productive. Have you tried selecting a weapon? I just downloaded the newest master and switching to a ...
by MaxRideWizardLord
Wed Sep 16, 2020 12:56 pm
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1086425

Re: Hideous Destructor 4.4.2b

All on the Github. holy macaronny, there so many updates... Doubt I can catch on that. Anyway, a few feedbacks. 1) There is no way I can get out of "mag manager" once I open it up, and it seems there is no button to bind to close it. Once it's open, it stays forever for me. Clicking it again does ...
by MaxRideWizardLord
Wed Sep 16, 2020 8:58 am
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1086425

Re: Hideous Destructor 4.4.2b

Can I please get to the archive of full changelog information thoughout of all the versions? Been a while since I download the last version of this mod, would love to know the exact changes it's been passing through.
by MaxRideWizardLord
Thu Jul 23, 2020 5:34 pm
Forum: Gameplay Mods
Topic: Ultra-Crispy (25/07/19) I update... again!
Replies: 285
Views: 72020

Re: Ultra-Crispy (25/07/19) I update... again!

Why no flamethrower still? D: I thought you said you wanted to add it.

Also, any chance to get 5:4 support, please?
by MaxRideWizardLord
Thu Jul 16, 2020 2:18 pm
Forum: Gameplay Mods
Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Replies: 1393
Views: 333460

Re: Hexen: Walpurgis [0.87- "A Magical Reform!"]

On the contrary; EVERYTHING in Walpurgis is actually DECORATE except the statusbar, which is by 3saster and NightFright. And this is EXACTLY what I was referring to after looking inside your code, heh. :P Unfortunately, DECORATE is extremely limited, so most tend to switch to acs and zscript. I ...
by MaxRideWizardLord
Sun Jul 12, 2020 7:17 am
Forum: TCs, Full Games, and Other Projects
Topic: [Wolfenstein: Blade of Agony] v3.1 released (p204)
Replies: 3215
Views: 702966

Re: [Blade of Agony] Screenshots from Chapter 3 | p187

Public inactivity doesn't automatically mean inactivity behind the curtain. After months of dedicated commitment we can finally announce that the third chapter of Blade of Agony is finished - well, at least the rough outline. The Final Confrontation , that has been renamed for story-consistency and ...
by MaxRideWizardLord
Sun Jul 05, 2020 10:33 am
Forum: Gameplay Mods
Topic: Duke Nuke 3D v10b
Replies: 76
Views: 43541

Re: Duke Nuke 3D v10b

If someone would have duke nukem 3d levels for zdoom that would be great! I really doubt that what you're asking is physically possible due to the fact thst Build engine abuses 4D trick quite often (namely secret levels of second and third episodes). Not to mention movable non-infinite-tall objects ...
by MaxRideWizardLord
Sat Jul 04, 2020 8:32 am
Forum: TCs, Full Games, and Other Projects
Topic: ONSLAUGHT - GZDoom meets Dark Messiah of Might & Magic
Replies: 15
Views: 10231

Re: ONSLAUGHT - GZDoom meets Dark Messiah of Might & Magic

a.k.a. Kick Messiah of Shoes and Soles? Will this mod at least feature the versatile, viable, complex and fun magic system the DMoM&M had? The fireball was there a kick ass, and so was the flamethrower spell. The telekinesis was one of the best in history of video games too. Not only you could grab ...
by MaxRideWizardLord
Sat Jul 04, 2020 7:55 am
Forum: Abandoned/Dead Projects
Topic: D4D - v3 Alpha 8.8 Final (11/22/2020)
Replies: 830
Views: 231275

Re: D(E)4D - v3 Alpha 8.6 (05/04/2020)

I'd just like to take a moment to thank Major Cooke for making sure the 5:4 aspect ration support will never becomes irrelevant. :thumb:

:cheers:
by MaxRideWizardLord
Sat Jul 04, 2020 7:43 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Replies: 1393
Views: 333460

Re: Hexen: Walpurgis [0.87- "A Magical Reform!"]

Honestly both options might be off the table at the moment, might be back to the drawing board; triple blast causes horrendous lag even on my Radeon RX580 and frankly looks a bit of a mess; and chain lightning either just fails to appear entirely or constantly hunts the player even when flagged as ...
by MaxRideWizardLord
Wed Jul 01, 2020 4:05 am
Forum: Gameplay Mods
Topic: [WIP2] Thy Blood Konsumed: Vampiric Power Fantasy
Replies: 34
Views: 18357

Re: [WIP2] Thy Blood Konsumed: Vampiric Power Fantasy

I remember this mod used to have mana regeneration. How do I enable it? Can I have cvar or something, please?
by MaxRideWizardLord
Wed Jul 01, 2020 3:50 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Replies: 1393
Views: 333460

Re: Hexen: Walpurgis [0.87- "A Magical Reform!"]

Yes, I had to look up the Gluon Gun, been over two decades since I played half-life and didn't remember it, but kinda like that, a tightly weaving triple beam from each hand. Oh god please no. We already have plenty of boring laser beams in all over doom\hexen mods. Even your one already have a ...
by MaxRideWizardLord
Mon Jun 29, 2020 2:28 pm
Forum: Gameplay Mods
Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Replies: 1393
Views: 333460

Re: Hexen: Walpurgis [0.87- "A Magical Reform!"]

For Fulgur (Lightning) Primary Fire, would people prefer to see a spiralling column of triple lightning forks of death with a longer range, or to have the current single beam but have it attempt to chain/fork on hitting the first enemy? Huh? I re-read that sentence like... 7 times, I still don't ...
by MaxRideWizardLord
Mon Jun 29, 2020 2:49 am
Forum: Gameplay Mods
Topic: HexArcana! (HexArcana V3.1)
Replies: 136
Views: 49300

Re: DoomArcana! (HexArcana V2.1)

I do like a lot of your suggestions. It's unfortunate that you've noted the sort of OP nature of the Slayer and Magister, since they were originally supposed to be much weaker. Power creep has gotten a little out of hand in this project, but I don't think it'll be really possible or a good idea to ...
by MaxRideWizardLord
Sun Jun 28, 2020 6:28 pm
Forum: Gameplay Mods
Topic: HexArcana! (HexArcana V3.1)
Replies: 136
Views: 49300

Re: DoomArcana! (HexArcana V2.1)

You know, you raise a lot of interesting points. I'll address your last one first, with the cvar. It's not that there's really any problem with it, it's simply an issue with myself. A creator's pride in his work is a weird thing. I saw a guy wanting to figure out a way to COMPLETELY remove all ...

Go to advanced search