Search found 263 matches
- Wed Jun 15, 2022 9:21 am
- Forum: Gameplay Mods
- Topic: Brutal Doom Platinum v3.1 release! GZ focused Brutal Fork!
- Replies: 145
- Views: 158304
Re: Brutal Doom Platinum v3.0 release! GZ focused MEATHOOK
Damn, this new version is amazing! I love the meathook, except I can't seem to be able to fire the shotgun while being reeled in by the meathook so I end up just flying past the enemy every time. Is this something that could be addressed? Either way, this is my new favorite gameplay mod Edit: My bad ...
- Sun Jun 12, 2022 10:42 pm
- Forum: Gameplay Mods
- Topic: LegenDoom [3.0] - LDL [4.2]
- Replies: 661
- Views: 232189
Re: LegenDoom [2.8.3] - LDL [4.1]
Hey, just so you know the mirrors are down now too
- Sun May 01, 2022 11:42 am
- Forum: Assets (and other stuff)
- Topic: Making Voxels Without Slab6?
- Replies: 2
- Views: 600
Re: Making Voxels Without Slab6?
Oh okay, cool. Thanks! 

- Sat Apr 30, 2022 5:24 pm
- Forum: Assets (and other stuff)
- Topic: Making Voxels Without Slab6?
- Replies: 2
- Views: 600
Making Voxels Without Slab6?
I've been following a couple older tutorials on making voxels for GZDoom, and they all say I need to use slab6 to set the pivot point and export it to KVX. Is there no better way to do this by now? Some plugin for Magicavoxel or something? Why doesn't GZDoom support .vox or something by now ...
- Sat Apr 30, 2022 4:39 pm
- Forum: General
- Topic: How palettes work with hardware rendering?
- Replies: 2
- Views: 558
Re: How palettes work with hardware rendering?
Okay, perfect. Thanks! 

- Sat Apr 30, 2022 4:29 pm
- Forum: General
- Topic: How palettes work with hardware rendering?
- Replies: 2
- Views: 558
How palettes work with hardware rendering?
Hi, I'm working on a standalone game for GZDoom, though I'm still somewhat new to Doom modding. I'm using Nash's Standalone Game Template as a reference, and I'm curious what, if any relevance the included palette lump will have on my game if I'm only planning on having the game run in hardware ...
- Sun Apr 03, 2022 12:41 pm
- Forum: Off-Topic
- Topic: Is This Even Real?
- Replies: 19
- Views: 3603
Re: Is This Even Real?
I've been playing through this today. Don't worry, you can disable bloom. Honestly I think it looks pretty good for the most part. The green glow from the barrels is a bit much, but it shouldn't be to hard to fix that with a mod I think. The only real issue is with the reflections, they update kinda ...
- Tue Aug 03, 2021 8:15 am
- Forum: Closed Bugs [GZDoom]
- Topic: [4.7.0pre-91] Portal Dynamic Light Bleeding
- Replies: 5
- Views: 548
Re: [4.7.0pre-91] Portal Dynamic Light Bleeding
Okay, thank you for explaining.
- Mon Aug 02, 2021 10:24 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [4.7.0pre-91] Portal Dynamic Light Bleeding
- Replies: 5
- Views: 548
Re: [4.7.0pre-91] Portal Dynamic Light Bleeding
So for instance in this version, I want the torches cascading in through the archway towards the player. Instead almost all the light comes out the back. This is the intended behavior?
- Mon Aug 02, 2021 9:46 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [4.7.0pre-91] Portal Dynamic Light Bleeding
- Replies: 5
- Views: 548
[4.7.0pre-91] Portal Dynamic Light Bleeding
Demo map included. Using the built in dynamic lights on the lost souls you can see their lights in places they shouldn't be on the other end of the portals. This works with all dynamic lights so far as I can tell, making portals unusable with dynamic lights. Am I doing something wrong or is this a ...
- Sat Jul 31, 2021 9:21 am
- Forum: Gameplay Mods
- Topic: Re: Combined_Arms v2.3: Reloaded edition! (last post here 4-18-23)
- Replies: 182
- Views: 128851
Re: Combined_Arms v2.3: Reloaded edition! (Bugfix 5-25-21)
Fair enough, I was able to find it on an old hard drive anyways. Cheers!
- Fri Jul 30, 2021 12:52 pm
- Forum: General
- Topic: Non Euclidean Doom Map?
- Replies: 6
- Views: 2073
Re: Non Euclidean Doom Map?
I actually really want to make something in a similar vein. I've only made a couple maps before so idk how long it'll take, but that's actually why I wanted to find this map for inspiration. If I ever make something I think is decent I'll send you a link!
- Fri Jul 30, 2021 12:07 pm
- Forum: General
- Topic: Non Euclidean Doom Map?
- Replies: 6
- Views: 2073
Re: Non Euclidean Doom Map?
Yes I think that's it! Thank you so much! 

- Fri Jul 30, 2021 10:43 am
- Forum: Gameplay Mods
- Topic: Re: Combined_Arms v2.3: Reloaded edition! (last post here 4-18-23)
- Replies: 182
- Views: 128851
Re: Combined_Arms v2.3: Reloaded edition! (Bugfix 5-25-21)
Damn, I love this mod so much! Great to see all the progress and I'm excited to see the new classes as they come. Any chance of uploading V1.4 again? MKII is great but I'm nostalgic for the old sprites and can't find it anywhere. Thanks for all the hard work!
- Fri Jul 30, 2021 10:40 am
- Forum: General
- Topic: Non Euclidean Doom Map?
- Replies: 6
- Views: 2073
Non Euclidean Doom Map?
I remember playing an awesome 1 level wad that heavily featured non Euclidean geometry. For example you start at the top of the map and work your way down. But by the end of it you end up back at the top again. And there was a circular hallway that circled 720 degrees before finding the exit. This ...