Search found 54 matches
- Mon Sep 09, 2024 1:34 am
- Forum: Levels
- Topic: DOOM 2: Earth Assault 2 - Episode 1 BETA
- Replies: 6
- Views: 3158
Re: DOOM 2: Earth Assault 2 - Episode 1 BETA
This is really fun!
- Sat Jul 29, 2023 9:41 am
- Forum: Launchers
- Topic: Doom Runner (yet another graphical Doom launcher)
- Replies: 180
- Views: 152248
Re: Doom Runner (yet another graphical Doom launcher)
Is there / Will there be an option to disable file icons? I think, before 1.8.0, the modlist used to look much cleaner without them. For now, I'm going to continue using 1.7.3 just because of this, lmao.
- Wed Jun 28, 2023 12:16 am
- Forum: Gameplay Mods
- Topic: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading
- Replies: 740
- Views: 160485
Re: [0.10.0] Gun Bonsai -- everything-compatible weapon upgrading
you could set selections to 1 so it's randomised, do it on a per-run basis rather than per level. Well, having only one upgrade option per level would completely eliminate player's choice, while I was thinking about having to construct a new build for the weapon every time it levels up, because ...
- Tue Jun 27, 2023 2:27 pm
- Forum: Gameplay Mods
- Topic: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading
- Replies: 740
- Views: 160485
Re: [0.10.0] Gun Bonsai -- everything-compatible weapon upgrading
Really loving the mod so far! I have a little suggestion though. It would be nice to have an option that makes it so that a weapon being upgraded loses all of its previous upgrades and lets you level it up again, but with new random upgrades. Kinda like an automatic respec on each level-up . Let's ...
- Sat Jan 08, 2022 6:53 am
- Forum: Launchers
- Topic: Doom Runner (yet another graphical Doom launcher)
- Replies: 180
- Views: 152248
Re: Doom Runner (yet another graphical Doom launcher)
I've been using Rocket Launcher for several years and have just decided to switch to this one. And... it's great! The UI is definitely much more convenient.
- Wed Jan 05, 2022 2:13 am
- Forum: Gameplay Mods
- Topic: Dusted's Pandemonia (v2.6.2) (+ Monsters-only) (Anarchy and Insurrection addons!)
- Replies: 245
- Views: 195134
Re: [WIP] Dusted's Pandemonia (v2.1.2)
I second this. Doom runs absolutely fine until one of those 'aiming beams' appears and makes everything run in 1-2 fps.Rowsol wrote: The beams that certain monsters use while aiming has a very heavy impact on performance on large levels.
- Mon Jan 11, 2021 6:49 am
- Forum: Script Library
- Topic: Universal ZScript Enemy Damage Flash [Hacky]
- Replies: 7
- Views: 16952
Re: Universal ZScript Enemy Damage Flash [Hacky]
There is a bug that can happen in some wads like Community Chest and Going Down, when the player starts flashing indefinitely after taking damage, making all the weapons completely white for the rest of the level. I've fixed it by adding a !enemy.bFriendly check, so the script doesn't target the ...
- Wed Jan 06, 2021 11:13 am
- Forum: Gameplay Mods
- Topic: [minimod][v0.7.3] Gearbox - weapon/inventory handling
- Replies: 248
- Views: 124821
Re: [minimod][v0.2] Gearbox - weapon selection mod
Nice. I'll definitely start using this mod instead of PyWeaponWheel some time in the future. Right now, though, it's missing time-freeze and ammo/name of the chosen weapon, which are the things I like too much to give up, I guess.
- Sat Dec 19, 2020 5:03 pm
- Forum: Shaders
- Topic: Demake Shaders
- Replies: 8
- Views: 13610
- Fri Dec 18, 2020 2:55 pm
- Forum: Gameplay Mods
- Topic: [v2.9.1] CHAMPIONS [update 09/03/21]
- Replies: 236
- Views: 113820
Re: [v2.7] CHAMPIONS [update 29/11/20]
So... What exactly do I do to get rid of random blood color for all monsters in 2.7?
- Tue Aug 18, 2020 8:38 am
- Forum: Technical Issues
- Topic: [GZDoom 4.4.2] An odd problem with autoexec.cfg?
- Replies: 2
- Views: 595
Re: [GZDoom 4.4.2] An odd problem with autoexec.cfg?
I did it just like in the example from this page : alias zoomout "fov 90; eval * $mouse_sensitivity 4.5 mouse_sensitivity; rebind zoomin" alias zoomin "fov 20; eval / $mouse_sensitivity 4.5 mouse_sensitivity; rebind zoomout" bind F zoomin Both cfg-files use the same key, but have slightly different ...
- Fri Aug 14, 2020 3:30 am
- Forum: Technical Issues
- Topic: [GZDoom 4.4.2] An odd problem with autoexec.cfg?
- Replies: 2
- Views: 595
[GZDoom 4.4.2] An odd problem with autoexec.cfg?
So, I've got this main.ini file, which I use for most of my mods, and it has $DOOMWADDIR/AUTOEXECUTABLES/ autoexec.cfg as the path to its Doom.AutoExec file that contains several keybindings. It works absolutely fine. I also have second.ini (which is a copy of the main one), which I use for one ...
- Sat Apr 11, 2020 4:09 pm
- Forum: Gameplay Mods
- Topic: Embers Of Armageddon
- Replies: 129
- Views: 68217
Re: Embers Of Armageddon
Thanks! Now it looks perfect.DoomKrakken wrote:Here's the code you'll need to comment out.
- Sat Apr 11, 2020 9:55 am
- Forum: Gameplay Mods
- Topic: Embers Of Armageddon
- Replies: 129
- Views: 68217
Re: Embers Of Armageddon
That was intentional. I was able to make it so that any sectors with a light level lower than 96 was set to 96. This was my workaround to the fact that there are no Night Vision goggles in 2016, and just about everything was visible there. I'd absolutely love it if there were a way to enable ...
- Sat Apr 11, 2020 6:54 am
- Forum: Gameplay Mods
- Topic: Embers Of Armageddon
- Replies: 129
- Views: 68217
Re: Embers Of Armageddon
Congratulations on the official public release! I've found a weird problem that wasn't present in the older versions of the mod (1.6.3, to be precise) . It seems as if EOA somehow messes with DarkDoomZ making levels much brighter than they should be. Here's an example: https://imgur.com/f0Aov5d