Search found 21 matches
- 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 ...
- 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 ...
- 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?
What it's the music title of the main menu music? Or is just a custom one for this wad?
- 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 ...
- 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?
- 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
http://www.mediafire.com/download/695wb ... -Space.rar
- 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?
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?
- 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.
But is not sure to happen, depends on the time.
- 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.
- Sun Apr 03, 2016 3:02 pm
- Forum: Editing (Archive)
- Topic: How i can to force a mod to use the default PlayerClasses?
- Replies: 14
- Views: 1141
- 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.
- Sun Apr 03, 2016 1:54 pm
- Forum: Editing (Archive)
- Topic: How i can to force a mod to use the default PlayerClasses?
- Replies: 14
- Views: 1141
- 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.
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.
- 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 ...
- 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?