Search found 83 matches
- Sat Jul 01, 2017 3:51 am
- Forum: Abandoned/Dead Projects
- Topic: Karnak - Gameplay Mod for Heretic/Hexen/Deathkings
- Replies: 43
- Views: 8877
Re: Karnak - Heretic Mod
Took longer than I thought to try it out. I must say that once I started E1M1 I was in awe, it's certainly got an egyptian vibe, and it nails it. 8-) The new monsters are fun to play against, though maybe a little on the easy side (I'd buff both the Crimson Witches and the Bruisers, they ought to ...
- Fri Jun 30, 2017 7:39 am
- Forum: Abandoned/Dead Projects
- Topic: Karnak - Gameplay Mod for Heretic/Hexen/Deathkings
- Replies: 43
- Views: 8877
Re: Karnak - Heretic Mod
It's rare to find Heretic content, to be honest. Well, rarer than Doom at least. True but a few have been just released lately (including mine). I still need to try this one. Yeah, and there's also that Heretic chapter wad with inmense quality which I don't remember the name right now, but ...
- Thu Jun 29, 2017 2:08 pm
- Forum: Abandoned/Dead Projects
- Topic: Karnak - Gameplay Mod for Heretic/Hexen/Deathkings
- Replies: 43
- Views: 8877
Re: Karnak - Heretic Mod
Seems very good! It has a rather polished look and has a certain intriguing feeling. I'll give it a playtest tonight and tell you my impression.
It's rare to find Heretic content, to be honest. Well, rarer than Doom at least.

It's rare to find Heretic content, to be honest. Well, rarer than Doom at least.
- Tue Jun 27, 2017 3:19 am
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 418332
Re: MetaDoom v4.1 "Fred" (p81)
I think those are for Consolation Prize?
- Mon Jun 26, 2017 8:48 am
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 418332
Re: MetaDoom v4.1 "Fred" (p81)
Not so imperceptible. Sometimes a tic makes a hell of a difference with weapons, specially if that time can add up while you are firing.TootsyBowl wrote:One tic is near-imperceptible. I still say it's a combination of the poorer accuracy and lame sound.
- Sat Jun 24, 2017 2:14 pm
- Forum: Off-Topic
- Topic: How do you roll your R's?
- Replies: 11
- Views: 930
Re: How do you roll your R's?
It is very weird for me, as a Spanish young man, that people don't know how to make the real "r" sound, and not the faint one that English-speaking people do. :lol: In fact, it's very easy to accomplish: just pretend that you're a drill, like those that workers use for asphalt on the roads. Make the ...
- Sat Jun 24, 2017 4:59 am
- Forum: Gameplay Mods
- Topic: D4T (New v2.5 Trailer pg 47)
- Replies: 714
- Views: 164580
Re: D4T v2.0.1 (Patch released 06-06-17)
Errrr... D4T already has glory kills. What do you exactly mean by first person finishers? Also, I recall something being said about not taking suggestions based on what Brutal Doom does.
EDIT: Ninja'd.
EDIT: Ninja'd.
- Sun Jun 11, 2017 8:10 am
- Forum: Gameplay Mods
- Topic: D4T (New v2.5 Trailer pg 47)
- Replies: 714
- Views: 164580
Re: D4T v2.0 (Released! 19-05-17)
Also I had a random map completion bonus upgrade...my health increased to 120 and in next level said my max health is 110...is this intentional? I finally got a way to reproduce this bug. It seems to ALWAYS happen when you die and resurrect yourself from the command console. Your max health is ...
- Thu Jun 08, 2017 11:33 am
- Forum: Gameplay Mods
- Topic: Romero's Heresy II
- Replies: 26
- Views: 10803
Re: Romero's Heresy II
I actually was one of the few that played the original Romero's Heresy, and I loved it! :wub: To this day, it's still the only way I've beaten all of Heretic. Otherwise I just find the original bestiarium and arsenal too boring and repetitive. Golem here, ghost variation there, same golem but with ...
- Sun Jun 04, 2017 4:49 pm
- Forum: Gameplay Mods
- Topic: D4T (New v2.5 Trailer pg 47)
- Replies: 714
- Views: 164580
Re: D4T v2.0 (Released! 19-05-17)
Force the 4:3 ratio as Doom is intended to be played, and your stretching problems will be gone. Also, the distracting right bar with all the weapons and ammo will disappear from your view.
- Fri Jun 02, 2017 3:41 am
- Forum: Gameplay Mods
- Topic: Nameless Lite RPG Mod 1.6.0 New spell system
- Replies: 124
- Views: 45026
Re: Nameless Lite RPG Mod 1.6.0 New spell system
Im going to have to fix all these script overflow bugs people are getting i feel, will require extensive recoding of the entire experience system though so do bare with me. I've played other RPG mods that relied on ACS_ExecuteAlway / ACS_NamedExecuteAlways before, including my own, and never had ...
- Thu Jun 01, 2017 3:25 am
- Forum: Gameplay Mods
- Topic: D4T (New v2.5 Trailer pg 47)
- Replies: 714
- Views: 164580
Re: D4T v2.0 (Released! 19-05-17)
Congratulations of this superb, well-made mod! :3: Ever since D4D moved to ZScript I couldn't play with the addons, and so I remained on the old v2. This is exactly the modernization I was looking for: Phobos' addon is already in for sprite fidelity to the original Doom 2016, and the new awesome ...
- Mon Feb 06, 2017 3:46 pm
- Forum: General
- Topic: The future of ZDoom, GZDoom, and QZDoom, and this site.
- Replies: 540
- Views: 38324
Re: The future of ZDoom, GZDoom, and QZDoom, and this site.
Just out of curiosity, how is Tormentor667's new test site going? Is it going to be the new webpage for ZDoom and its child ports, or just a proof of concept that has been discarded? No, Randi has not given the OK. When you say Randi has not given the OK, I suppose you mean that she opposed the idea ...
- Tue Jan 31, 2017 5:49 pm
- Forum: Editing (Archive)
- Topic: [DECORATE and ACS] A problem with my Doomsphere code
- Replies: 5
- Views: 591
Re: [DECORATE and ACS] A problem with my Doomsphere code
The ACS shouldn't be the problem, since the colour is defined in Decorate. The script that is run only plays a sound and changes the mugshot. If the issue remains unsolved, perhaps you should try to see if it's reproducible under the newest gzdoom testing build. Errors in Decorate now that ZScript ...
- Tue Jan 31, 2017 1:35 pm
- Forum: General
- Topic: The future of ZDoom, GZDoom, and QZDoom, and this site.
- Replies: 540
- Views: 38324
Re: The future of ZDoom, GZDoom, and QZDoom, and this site.
In my opinion, Torm's page looks awesome and rad as f***, and results in a nice touch of modern feel to the game while still feeling retro enough.
Congrats, man!
Congrats, man!
