Search found 21 matches

by Rheap
Wed Jul 25, 2018 1:27 am
Forum: Abandoned/Dead Projects
Topic: Guncaster Vindicated 3.4.6
Replies: 360
Views: 172092

Re: Guncaster Vindicated 1.1

Updating to 1.2 today. I find a little trouble when you play this mod with some WADs with tons of monsters. The game LAGS as fuck, barely i see a 1-3 fps when a map have more than 600-800 monsters (Sunlust for example have 6-7 maps with 1500-2100 monsters) and also if i didn't shoot, the lag comes ...
by Rheap
Tue Jul 24, 2018 2:22 am
Forum: Abandoned/Dead Projects
Topic: Guncaster Vindicated 3.4.6
Replies: 360
Views: 172092

Re: Guncaster Vindicated 1.1

I find a little trouble when you play this mod with some WADs with tons of monsters. The game LAGS as fuck, barely i see a 1-3 fps when a map have more than 600-800 monsters (Sunlust for example have 6-7 maps with 1500-2100 monsters) and also if i didn't shoot, the lag comes. Toaster mode On, Gore ...
by Rheap
Fri Jul 20, 2018 3:19 pm
Forum: Abandoned/Dead Projects
Topic: Guncaster Vindicated 3.4.6
Replies: 360
Views: 172092

Re: Guncaster Vindicated [Release]

For curiosity

What it's the music title of the main menu music? Or is just a custom one for this wad?
by Rheap
Tue Jun 26, 2018 12:58 pm
Forum: Gameplay Mods
Topic: The Guncaster - 3.888b
Replies: 3045
Views: 893152

Re: The Guncaster - 3.0

I found a bug: In Strife game i found this strange bug: for some strange reason i can't die except if i fall in instant death zones or i use "kill" console command. Simply after i reach the 0 % of health, the health automatically regenerate at full health (i don't have any powerups on). I try with ...
by Rheap
Wed Jun 01, 2016 6:33 am
Forum: Editing (Archive)
Topic: Terry Trap WAD how it works?
Replies: 2
Views: 776

Terry Trap WAD how it works?

Hi all, it's only for curiosity, but a terry trap wad how it works? i know the authors of terry traps use dumb messages, loud earrape sound, dumb and sexual images, but how they can to move the player so fast in the room? which type of sector or scripts they use?
by Rheap
Sun May 08, 2016 12:17 pm
Forum: Levels
Topic: [Release]ZioMcCall's DOOM
Replies: 11
Views: 2330

Re: [Release]ZioMcCall's DOOM

And i have created a railgun/instagib map, works perfectly with the mod but with others. If you want to download.
http://www.mediafire.com/download/695wb ... -Space.rar
by Rheap
Wed May 04, 2016 1:05 pm
Forum: Editing (Archive)
Topic: Doom Builder: Skybox render problem
Replies: 0
Views: 179

Doom Builder: Skybox render problem

Hi, why when i use a skybox that is different from the F_SKY (example a skybox from other wad) during the test he render like stripes?

I post a image: http://imgur.com/qs2D1vT

With F_SKY he render normal, but when i use a custom skybox texture not. What i do?
by Rheap
Tue May 03, 2016 9:41 am
Forum: Levels
Topic: [Release]ZioMcCall's DOOM
Replies: 11
Views: 2330

Re: [W.I.P.]ZioMcCall's DOOM

And for now i have in mind to create some maps specify for this mod, and i search for a host server.
But is not sure to happen, depends on the time.
by Rheap
Mon May 02, 2016 4:33 am
Forum: Levels
Topic: [Release]ZioMcCall's DOOM
Replies: 11
Views: 2330

Re: [W.I.P.]ZioMcCall's DOOM

The beatiful voice of Richard Benson.
by Rheap
Sun Apr 03, 2016 2:12 pm
Forum: Editing (Archive)
Topic: How i can to force a mod to use the default PlayerClasses?
Replies: 14
Views: 1141

Re: How i can to force a mod to use the default PlayerClasse

Indeed, i want to use the Doom Emulation and the skin in Zandronum engine. But thanks anyway, yes maybe some more expert in skin can help me.
by Rheap
Sun Apr 03, 2016 1:29 pm
Forum: Editing (Archive)
Topic: How i can to force a mod to use the default PlayerClasses?
Replies: 14
Views: 1141

Re: How i can to force a mod to use the default PlayerClasse

I have the rar archive of the mod.

Edit: i have reinstalled the DoomEmulator, modify the S_SKIN.lump of the skin wad, but didn't work. I tried delete the "class= name skin" but didn't work and create the "class= name" didn't work again. I don't know where i wrong.
by Rheap
Sun Apr 03, 2016 1:13 pm
Forum: Editing (Archive)
Topic: How i can to force a mod to use the default PlayerClasses?
Replies: 14
Views: 1141

Re: How i can to force a mod to use the default PlayerClasse

But if the wad don't contain the S_SKIN (the wad in this case is DoomEmulationMulti), beacause it's only a weapon modifer, how i proceed? (but when i go to player setup i see class like "Chaingun Doomguy" and similar). Edit: i find in the DECORATE.txt the other classes, i try delete all this string ...
by Rheap
Sun Apr 03, 2016 1:02 pm
Forum: Editing (Archive)
Topic: How i can to force a mod to use the default PlayerClasses?
Replies: 14
Views: 1141

Re: How i can to force a mod to use the default PlayerClasse

So i need to create the S_SKIN lump and insert this file in the wad mod, with the sprites of the skin?

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