Search found 54 matches

by TheCrimsonFucker
Sat Jul 22, 2017 2:38 pm
Forum: Gameplay Mods
Topic: D4T (New v2.5 Trailer pg 47)
Replies: 714
Views: 164823

Re: D4T v2.1 (Final Version Released 07-19-17)

There is little bug that's need to fix - siege mode in gauss cannon not working.

UPD: Sorry, i'm just stupid. To use siege mode need just click on LMB not hold. :oops:
by TheCrimsonFucker
Thu Jun 01, 2017 12:19 pm
Forum: General
Topic: ZDoom project ideas you have
Replies: 5365
Views: 692482

Re: ZDoom project ideas you have

I have a dream. But i'm not good at modding(to be honest i know nothing in doom modding). Anyway I would like to share my idea with community and maybe someday someone bring my dreams to real mod. My idea about doom mod: 1. Take models (like in hunters moon ) of player, monsters, weapons(with ...
by TheCrimsonFucker
Fri May 19, 2017 12:35 pm
Forum: Gameplay Mods
Topic: D4T (New v2.5 Trailer pg 47)
Replies: 714
Views: 164823

Re: D4T v2.0 (Released! 19-05-17)

DBThanatos wrote:I remember seeing the spritesheet for the possessed soldiers and it was awesome, but it lacked shading, thats why I didnt use it. I didnt know about the revenant one
Okay. Will wait for your decision. :3:

BTW - Congrats with release =)
by TheCrimsonFucker
Fri May 19, 2017 12:32 pm
Forum: Gameplay Mods
Topic: D4T (New v2.5 Trailer pg 47)
Replies: 714
Views: 164823

Re: D4T v2.0 (Released! 19-05-17)

*wants to play d4t in plutonia* -launchs gzdoom and waits for the iwad selection thing -it automatically chooses doom2.wad wait, what? -checks for gameinfo to see what's going on IWad = "doom2.wad" why dbt? :( anyways, that won't stop me from having fun with this :D Hmm, that's strange, I just ran ...
by TheCrimsonFucker
Fri May 19, 2017 12:06 pm
Forum: Gameplay Mods
Topic: D4T (New v2.5 Trailer pg 47)
Replies: 714
Views: 164823

Re: D4T v2.0 (Released! 19-05-17)

Uh, sorry for that bother or can even be annoying, but can someone add sprites of possessed soldiers and revenants from doom 2016 in the form of add-on or as an version 2.1 update. They are already almost ready, here - https://forum.zdoom.org/memberlist.php?mode=viewprofile&u=19345 . This guy made ...
by TheCrimsonFucker
Sat May 13, 2017 12:26 pm
Forum: Gameplay Mods
Topic: D4T (New v2.5 Trailer pg 47)
Replies: 714
Views: 164823

Re: D4T (Death Foretold) Coming May 13th!

Release today, right? Despite the topic title. Well, as mentioned in the trailer and the Q&A, all releases i do are in CST. It's barely noon in CST, so there's plenty time for the release still ;) Trust me, im not delaying this on purpose. But im trying to make sure it's as good as we can deliver ...
by TheCrimsonFucker
Sat May 13, 2017 7:14 am
Forum: Gameplay Mods
Topic: D4T (New v2.5 Trailer pg 47)
Replies: 714
Views: 164823

Re: D4T (Death Foretold) Coming May 13th!

It's time to start countdown. 8-)
by TheCrimsonFucker
Sun Apr 30, 2017 10:36 am
Forum: Gameplay Mods
Topic: Zion V08 WIP
Replies: 371
Views: 90331

Re: Zion V07 (DOOM 4 in DooM 2) WIP

by TheCrimsonFucker
Fri Apr 21, 2017 4:39 am
Forum: Gameplay Mods
Topic: D4T (New v2.5 Trailer pg 47)
Replies: 714
Views: 164823

Re: D4T (Death Foretold) The last teaser (3)

This is probably a stupid question, but can there be a chance that the future version of the mod will be with fancy effects from D4D and with the ability to switch to simplified effects from D4T?
by TheCrimsonFucker
Mon Mar 13, 2017 8:41 am
Forum: Gameplay Mods
Topic: D4T (New v2.5 Trailer pg 47)
Replies: 714
Views: 164823

Re: D4T (Death Foretold) New teaser video. Pg 1

Hello. Did you see this doom slayer sprite? http://zetores.deviantart.com/art/Doomguys-in-Classic-Doom-656477350 Do you plan something similar later? And few more from this author: 1. Would be good for new mainmenu picture - http://zetores.deviantart.com/art/DOOM-2016-Titlepic-656477072 2. Imp but ...
by TheCrimsonFucker
Thu Feb 23, 2017 9:01 am
Forum: Gameplay Mods
Topic: Zion V08 WIP
Replies: 371
Views: 90331

Re: Zion V07 (DOOM 4 in DooM 2) WIP

Can't run new version. (gzdoom version - 2.4 pre-603 x64)

Image
by TheCrimsonFucker
Mon Jan 23, 2017 1:00 pm
Forum: Abandoned/Dead Projects
Topic: D4D - v3 Alpha 8.8 Final (11/22/2020)
Replies: 830
Views: 232074

Re: D4D - v3 Alpha 1 (1/15/17) [DRDBuilds]

Some suggestions for future versions: 1. Take a footsteps sound from D4T(if dbthanatos give a permission for that of course) because half-life sounds is not feet to the doom in my opinion. 2. Take imp, pinky, lost soul, cacodemon, revenant and hell knight sprites from Phobos867's add-on, but re-edit ...
by TheCrimsonFucker
Mon Jan 23, 2017 11:15 am
Forum: Abandoned/Dead Projects
Topic: D4D - v3 Alpha 8.8 Final (11/22/2020)
Replies: 830
Views: 232074

Re: D4D - v3 Alpha 1 (1/15/17) [DRDBuilds]

Thanks, and sorry for off-topic but how i should rename "master levels" and "no rest for the living" wads that the program could see them. You don't. Volume in drive C has no label. Volume Serial Number is B8C8-9ABC Directory of C:\wadsmush\source_wads 2016-08-11 08:37 AM <DIR> . 2016-08-11 08:37 ...
by TheCrimsonFucker
Mon Jan 23, 2017 10:51 am
Forum: Abandoned/Dead Projects
Topic: D4D - v3 Alpha 8.8 Final (11/22/2020)
Replies: 830
Views: 232074

Re: D4D - v3 Alpha 1 (1/15/17) [DRDBuilds]

Caligari87 wrote:WADSmoosh

8-)
Thanks, and sorry for off-topic but how i should rename "master levels" and "no rest for the living" wads that the program could see them.
by TheCrimsonFucker
Mon Jan 23, 2017 6:25 am
Forum: Abandoned/Dead Projects
Topic: D4D - v3 Alpha 8.8 Final (11/22/2020)
Replies: 830
Views: 232074

Re: D4D - v3 Alpha 1 (1/15/17) [DRDBuilds]

Just a random thing that might be a tiny bit helpful concerning the stuck ammo pickup graphics. I noticed it seems to work as intended for every enemy EXCEPT normal zombiemen. Sergeants, imps, etc so far no issue. Honestly only other bugs I've noticed from a full Ultimate Doom playthrough are the ...

Go to advanced search