Search found 59 matches

by Crimsondrgn
Thu Mar 03, 2022 4:11 am
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1089030

Re: Hideous Destructor 4.7.1b

Is it at all possible to have the config codes for weapons listed on the loadout screen? And anything I could do to tweak the code or a setting I could change to get exact bulk numbers for the things I'm carrying on the HUD, down to multiple decimal places?
by Crimsondrgn
Sat Jul 27, 2019 3:56 pm
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1089030

Re: Hideous Destructor

- Option to change "Reload" to "Insert mag" - player first has to unload a mag manually to then reload. Pls no, even some of the most hardcore sims don't do this for good reason, it's entirely pointless busywork, reserved for games where extreme detail in weapon handling is the main gimmick over ...
by Crimsondrgn
Mon Jul 01, 2019 6:16 pm
Forum: TCs, Full Games, and Other Projects
Topic: Doom RPG SE [unofficial, bugfix-ish]
Replies: 160
Views: 94512

Re: Doom RPG SE [unofficial, bugfix-ish]

Sure. You mean like new selection all together or extra tiers for Archvile, Cyberdemon & Mastermind? I was just thinking new tiers to existing summons, the summon menu for skills is already larger than the others, might start looking weird if a bunch of new summon icons are thrown in, plus it might ...
by Crimsondrgn
Fri Jun 28, 2019 2:28 pm
Forum: TCs, Full Games, and Other Projects
Topic: Doom RPG SE [unofficial, bugfix-ish]
Replies: 160
Views: 94512

Re: Doom RPG SE [unofficial, bugfix-ish]

Would it at all be possible to add in higher-end summons for when you're using Doom Roguelike Arsenal's monster pack? Feels a bit weird to have so many variants of enemy types unable to be allies as well, including bosses like the bruiser brothers. With how powerful the player can get on their own ...
by Crimsondrgn
Mon Jun 17, 2019 12:02 pm
Forum: Gameplay Mods
Topic: The Guncaster - 3.888b
Replies: 3035
Views: 889280

Re: The Guncaster - 3.3

Seems I found a bug in the shop with Sabbatha, using GZDoom 4.1.3 with Guncaster 3.3 and the addon. VM execution aborted: tried to read from address zero. In function parameter "self" Called from Gc_Shop_Messages.Draw at Guncaster.pk3:zscript/shop/main/messages.txt, line 500 Called from Gc_Shop ...
by Crimsondrgn
Sun Oct 21, 2018 5:25 am
Forum: Gameplay Mods
Topic: ARACNOCIDE 2.9b (Updated 26/APR/25)
Replies: 615
Views: 177003

Re: Aracnocide V5 [21/10/18] Aracnocide is back!

Yeah, it feels like the inaccuracy of the weapons got jacked up real bad, fooling around with Blake and shooting walls, the shotguns are actually both more accurate at a distance than the FG42 and MP40, weird with a mod themed around shooting at small fast stuff. If I didn't know better it would ...
by Crimsondrgn
Sat Oct 13, 2018 6:30 pm
Forum: Gameplay Mods
Topic: DSparil's Revenge 1.4
Replies: 16
Views: 6064

Re: DSparil's Revenge [Release]

Could you have the chance... to kick wizard ass a second time?!! HELL YES!!! I'll be adding a full list of monsters and their behavior in the future! for now, get out there and show D'Sparil one more time, just how much dragons hate wizards ! Can't help but notice two typos in the description ...
by Crimsondrgn
Thu Jul 26, 2018 8:41 pm
Forum: Gameplay Mods
Topic: [minimod][v1.6.2] Autoautosave
Replies: 145
Views: 48024

Re: Autoautosave [v0.10.5]

Seems to be working fine now, thanks for the quick fix.
by Crimsondrgn
Thu Jul 26, 2018 8:03 pm
Forum: Gameplay Mods
Topic: [minimod][v1.6.2] Autoautosave
Replies: 145
Views: 48024

Re: Autoautosave [v0.10.4]

Seems like this and Hideous Destructor's Scavenger addon don't play nice together. "Vm execution aborted: Tried to read from address zero." "Called from M8f_aas_event_source.worldthingspawned at autoautosave-0.10.4.pk3:zscript.txt, line 421" Shame because that's a mod that really benefits from ...
by Crimsondrgn
Fri Jul 13, 2018 9:41 pm
Forum: Gameplay Mods
Topic: The Guncaster - 3.888b
Replies: 3035
Views: 889280

Re: The Guncaster - 3.0

I just realized something, the power armor seems focused on firepower and brute force melee enhancement, the Draugh suit seems heavily tilted to magic use, if that sword and the Deadmaker armor ever got dragged in, maybe have them work together a bit. Deadmaker armor lets you channel spells into its ...
by Crimsondrgn
Fri Dec 22, 2017 2:38 am
Forum: Gameplay Mods
Topic: Faspons [JULY 20 2023] - Now Monster Pack Compatible!
Replies: 828
Views: 155566

Re: Faspons [REL: DEC 20 / DEV: DEC 20]

https://imgur.com/a/RPrhc

Just downloaded the newest build, using GZDoom 3.2.4 I run into an issue with the SBarhud ammo numbers on the left overlapping, with total ammo sitting on top of ammo loaded into the weapon.
by Crimsondrgn
Sun Dec 17, 2017 7:40 am
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1089030

Re: Hideous Destructor [Release version 3.1.0.667]

The only thing that really bugs me about this now is that some of the weapon sprites are off center with their sights, not sure how fixable that is though.
by Crimsondrgn
Tue Dec 12, 2017 1:10 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1709493

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

That was my second guess, I figured that would be right or you could get too much armor protection too easy.
by Crimsondrgn
Tue Dec 12, 2017 12:20 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1709493

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Ok, I think I have it sorted in my head, so the standard non-specific protection works like normal Doom armor, then the damage type resistances cut into what's left that hits health directly? If so I've been thinking about how it works wrong the entire time I've played this mod. I've also assumed ...
by Crimsondrgn
Mon Dec 11, 2017 11:51 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1709493

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

My brain may not be picking up on this very fast, but would that mean combat armor would absorb 30% damage, then 20% more of what was left from the plasma damage?

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