Search found 15 matches
- Wed Jul 12, 2023 9:45 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1088996
Re: Hideous Destructor 4.10.0b
Just one thing left me with a bitter aftertaste. One of the posted in-game tips about gender rights. I fully agree the author is entitled to their opinion, as far as that subject is concerned. However, I play games, among other things, for escapism. When I get statements of that kind thrown at me ...
- Sun Apr 17, 2022 10:22 am
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1088996
Re: Hideous Destructor 4.7.1c
I have a minor request - before I go off the deep end making a brand new *.E.R.P and changing tons of details, myself and a few other players had a small request: Could the distance in which the D.E.R.P is remote controllable be increased? Out on the range it appears its going about ~33 meters ...
- Fri Aug 13, 2021 6:09 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1088996
Re: Hideous Destructor 4.5.0d
ruh roh, i'm getting another hard crash from shotgun zombies (jackboots?) again. i'm on the latest package of hideous destructor from codeberg, as of commit e7723a41591623820d0625b412288018fec404b4, using GZDoom version g4.7.0pre-133-g73f73cdf7. jump to any level, or summon some jackboots, and try ...
- Thu Apr 22, 2021 9:51 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1088996
Re: Hideous Destructor 4.5.0b
Am I the only one that feels that blue magic and spirit armor are kind of OP? Once I get either it kind of just trivializes the game from there on out-- and if I have both at the same time? Forget it! I wouldn't go so far to say it trvializes encounters, but I tend to agree. I use an addon where it ...
- Mon Jun 25, 2018 10:09 am
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1088996
Re: Hideous Destructor
Windows 7 Profession, 64 bit - and both 32 bit and 64 bit builds for gzdoom. The image link is from a 64 bit build. EDIT: I put a good solid 2 hours with the june 25th latest from github: absolutely 0 problems or crashes. If the problem wasn't possibly on my end, then I'd say you fixed it. In either ...
- Sun Jun 24, 2018 5:22 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1088996
Re: Hideous Destructor
I have a particularly troublesome bug here: occasionally, when killing a former human, the game locks up. I've tried it with the latest release package (3.3.2.5) and the more recent HD package from github (June 24th), with a few different versions of gzdoom. Only once was I able to get some kind of ...
- Mon Jun 18, 2018 10:55 am
- Forum: Gameplay Mods
- Topic: Death Coin: Co-op lives add-on
- Replies: 9
- Views: 5298
Re: Death Coin: Co-op lives add-on
could this be modified so that each player gets 1 coin / life, and none more are awarded until the next map (to reset back to one each) ?
- Sun Jul 30, 2017 10:04 pm
- Forum: Levels
- Topic: lilith.pk3 - /idgames released!
- Replies: 42
- Views: 17853
Re: lilith.pk3 - release candidate 1
seeing the ghost images of revenants in homs was pretty good trip up. 7 maps was a good length too, and things were juuust parsable enough to navigate most of the time (and the automap still worked fine, thankfully). all in all this was a fun level set, and having randomized pitches with all the ...
- Tue Aug 02, 2016 9:39 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: On Cosmic Tides - Yar har, fiddle dee dee! [WIP]
- Replies: 294
- Views: 47365
Re: The Booty Project - It's Time to Butt [WIP]
i can't wait to pick up a million bullshit neoshekels/zenny/cryptocoins off the ground like a teen trying to get bus fare
- Sun Jun 26, 2016 11:42 pm
- Forum: Gameplay Mods
- Topic: [Early] Bloodbag v0.1.5 - 4/7 weapons functional
- Replies: 18
- Views: 6666
Re: [Early] Bloodbag v0.1
I just played through half of doom2 with this, and while I love the concept (reminds me of satanic) it's feels too generous: with such a high cap of health the dual drain of taking and dealing hits isn't really felt. Plenty of times I was able to fearlessly use the rl in a close group. You might ...
- Wed Jun 15, 2016 10:17 am
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547773
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Ew, no, i'd like to be able to have a chance to find epic-tier loot in crates. That's what eggs me on to try and hack the locked crates. The promise that there's a great piece in there! not to disparage your position, because I understand the feeling, but this is the exact opposite of what I'd like ...
- Fri Jun 10, 2016 11:23 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547773
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
From the github issues list: I just noticed that one can use any skill, with no EP cost and without having actually learned it, by pukenameing its script—even if cheats are disabled (e.g. on Hell or Armageddon difficulty). Appropriate checks should probably be done at the beginning of those scripts. ...
- Sun Jun 05, 2016 2:10 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547773
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
If you want to replace the broken OP RPG crates with the RLA crates, go to the Randomizers.txt inside DoomRPG-RLAssembly/Scripts folder and CTRL+F for "DRPGCrate" or something along those likes, and replace it with "RLSupplyCrate". Or just change the chance of it spawning to 0/Deleting the line ...
- Thu Jun 02, 2016 11:52 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547773
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Just uh... Mentioning the crates definitely are broken when playing with doomrla at least. I dunno about with vanilla or legendoom. I've opened a crate and been greeted with multiple uniques and lots of high grade assemblies. ... In common crates. This is nearly every crate. The one with actual ...
- Thu Jun 02, 2016 3:12 pm
- Forum: Gameplay Mods
- Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
- Replies: 832
- Views: 241892
Re: GMOTA: Fantasy arcade action, NEW UPDATE 5/29/2015 [V0.9
I have a request, could we get the soundtrack for your mod as a separate .pk3? I love that you use old Brain Lord and Knights of the Round tracks and would love to have that tracklist to use with other mods. you most certainly could, with about 10 minutes of editing in slade; but since I wanted ...