Search found 133 matches
- Tue Nov 19, 2024 7:34 am
- Forum: Gameplay Mods
- Topic: Monster Factions and Immediate Monster Infighting
- Replies: 26
- Views: 10618
Re: Monster Factions and Immediate Monster Infighting
I'm pretty sure I've still got it, I've got a bunch of "Faction" and "Faction Tests" PK3s and stuff as well as I've got in inside one of the mods I was working on. I'll post a new link in a day or two once I go through em and find the what was originally uploaded.
- Wed Dec 18, 2019 6:06 am
- Forum: Gameplay Mods
- Topic: [beta V0.2] HELLSLUG: a Metal Slug Doom mod
- Replies: 3
- Views: 6154
Re: [beta V0.2] HELLSLUG: a Metal Slug Doom mod
Yeah there's a couple of sounds in the mod that I'm not too happy with due to small pops or maxing out. I'll be looking at replacements and attempting to create some original stuff in the coming versions to replace them.
However I'll look for a replacement for the HMG fire sounds for the next update.
However I'll look for a replacement for the HMG fire sounds for the next update.
- Tue Dec 17, 2019 8:09 am
- Forum: Gameplay Mods
- Topic: [beta V0.2] HELLSLUG: a Metal Slug Doom mod
- Replies: 3
- Views: 6154
[beta V0.2] HELLSLUG: a Metal Slug Doom mod
So what is this mod? This is a weapon replacement mod for Doom 2 that changes all weapon pick ups and some other pick ups to crates containing random weapons or grenades which mimic the gameplay style of the Metal Slug series. Hell Slug makes the player able to dish out a lot of damage quickly ...
- Tue Jul 09, 2019 3:16 am
- Forum: Graphic/Audio Patches
- Topic: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
- Replies: 451
- Views: 244120
Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]
Was thinking more flag support for if a monster's code should have "tech junk" and metal bits should fly off it or not.
And not sure where the bone thing came from but as you told me elsewhere, just putting +NoBlood does the job at excluding a monster from this effect.
And not sure where the bone thing came from but as you told me elsewhere, just putting +NoBlood does the job at excluding a monster from this effect.
- Tue Jul 09, 2019 1:12 am
- Forum: Graphic/Audio Patches
- Topic: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
- Replies: 451
- Views: 244120
Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]
Thought about adding a "junk" blood type for cyber based enemies, just bits of tech scrap flying off and junk along with some blood (Or none)? That and a way to exclude a monster from the blood effects (say a skull or ghost enemy) through a flag in the monster's code?
- Mon Jul 01, 2019 9:20 am
- Forum: Gameplay Mods
- Topic: Dissonance Directive [V0.4]
- Replies: 4
- Views: 3616
Re: Dissonance Directive [Beta Release V.02]
Update:
Beta test version "Test Drive" released, 02/07/2019
Recommended maps:
Map 14, plutonia WAD
Beta test version "Test Drive" released, 02/07/2019
Recommended maps:
Map 14, plutonia WAD
- Fri Jun 28, 2019 10:13 am
- Forum: Gameplay Mods
- Topic: [WEAPON] Divine Intervention
- Replies: 12
- Views: 2804
Re: [WEAPON] Divine Intervention
Yeah a secondary fire with an AOE like Twitchy said would be really quite something fun and make it slightly more viable for playing through maps with just this one gun, though that's probably not the intended vision here haha. However yeah, I feel like "Amen, Monther f*ckers" doesn't quite match ...
- Mon Jun 24, 2019 7:22 am
- Forum: Gameplay Mods
- Topic: Dissonance Directive [V0.4]
- Replies: 4
- Views: 3616
Dissonance Directive [V0.4]
Currently I'm reworking a large part of the mod so I've taken down all current information. I'll re-write and update this thread once version 0.5 is out along with posting screenshots and a video. The download link for version 0.4 will remain though. This mod has a semi classic gameplay style, The ...
- Wed Aug 01, 2018 5:59 am
- Forum: Game Engines
- Topic: Official Oculus Rift GZ3Doom thread
- Replies: 198
- Views: 86594
Re: Official Oculus Rift GZ3Doom thread
[I responded to this in another thread but I'll put it here too]
I have the cash and space. I wanted to play Vive games like Budget cuts, and I like physically peaking corner standing up.
I have the cash and space. I wanted to play Vive games like Budget cuts, and I like physically peaking corner standing up.
- Wed Aug 01, 2018 5:51 am
- Forum: Game Engines
- Topic: ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.5]
- Replies: 54
- Views: 36233
Re: ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.
Mainly chose the vive because I had the cash and want to have the most control over the VR space as I can. Also wanted to play budget cuts and Pavlov. Plus being able to peak around corners and poke your hand out with a gun to shoot something is quite enjoyable in my experience. But thanks for info ...
- Tue Jul 31, 2018 11:14 pm
- Forum: Game Engines
- Topic: Official Oculus Rift GZ3Doom thread
- Replies: 198
- Views: 86594
Re: Official Oculus Rift GZ3Doom thread
Is this Oculus version also compatible with the Vive?
- Tue Jul 31, 2018 11:04 pm
- Forum: Game Engines
- Topic: ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.5]
- Replies: 54
- Views: 36233
Re: ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.
Hey, I'm just waiting to get like 4Gs back from tax and I'm going to pick a Vive up. I want to make this mod I'm working on work well with this and I just wanted to ask how it handles Gun sprites for the player. From what I've seen it looks like it just takes the pick up sprite and turns it into a ...
- Fri Jul 06, 2018 4:50 am
- Forum: Gameplay Mods
- Topic: OPERATION: INHUMAN (BRUTAL20B READY)
- Replies: 210
- Views: 47988
Re: OPERATION: INHUMAN (BRUTAL20B READY)
Script error, "opinhumanbeta.pk3:thecodes.wad:W_PLAYER" line 4154: Script error, "opinhumanbeta.pk3:thecodes.wad:W_PLAYER" line 4154: Tried to define class 'PlayerFlyingBlood' more than twice in the same file. getting that with the latest version of GZDoom with this mod's current download. Also yeah ...
- Wed Jan 24, 2018 10:18 pm
- Forum: Tutorials
- Topic: Strife's Dialog System - UDMF Flavor
- Replies: 151
- Views: 100528
Re: Strife's Dialog System - UDMF Flavor
yeah that's what the solution is right nowMurix wrote:
For now I've just got Thirty (god lord) Two of these files going from "DIALOG01.txt" to "DIALOG32.txt"
- Wed Jan 24, 2018 8:47 pm
- Forum: Tutorials
- Topic: Strife's Dialog System - UDMF Flavor
- Replies: 151
- Views: 100528
Re: Strife's Dialog System - UDMF Flavor
Unfortunately that doesn't seem to work Gez.
Tested a MAP14 and MAP11 with both GZ and QZ doom.
They only ever worked when there was a file called DIALOG14.txt and DIALOG11.txt respectively. DIALOG00.txt or DIALOG00 didn't work on any map on any engine I've tested so far.
Tested a MAP14 and MAP11 with both GZ and QZ doom.
They only ever worked when there was a file called DIALOG14.txt and DIALOG11.txt respectively. DIALOG00.txt or DIALOG00 didn't work on any map on any engine I've tested so far.