Search found 28 matches
- Thu Apr 11, 2024 10:28 am
- Forum: Closed Bugs [GZDoom]
- Topic: IVF Cutscene Playing Too Fast?
- Replies: 4
- Views: 786
IVF Cutscene Playing Too Fast?
I'm not sure if this is a GZDoom bug or just a screwup on my end, but I'm posting this here in case it's the latter. I'm currently trying to port over the cutscenes from the PS1 and Saturn ports of Hexen, but right out the gate I'm having issues with getting the intro cutscene to appear correctly ...
- Thu Sep 29, 2022 7:56 am
- Forum: Gameplay Mods
- Topic: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
- Replies: 642
- Views: 212922
Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod
There's no way in the world you are older than 8 if that's the kind of threats you're telling people, let alone threatening in general because your demand for more content was rejected.GetArachnotroned wrote: ↑Wed Sep 28, 2022 7:04 pm Dont make me summon todd howard
you dont want me to do that... now do you?
- Mon Mar 15, 2021 10:59 am
- Forum: General
- Topic: Mod Download Broken? Request Reuploads Here
- Replies: 4971
- Views: 1222584
Re: Mod Download Broken? Request Reuploads Here
Does anyone have the Descent resources linked in this thread?
viewtopic.php?f=60&t=48735
viewtopic.php?f=60&t=48735
- Tue Mar 17, 2020 3:46 pm
- Forum: Gameplay Mods
- Topic: Nobody Told Me About id - We've Moved!
- Replies: 449
- Views: 170253
Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod
I'm surprised that's even possible in the first place. Nice job!CantSleep wrote:There's more! Check out this WIP keycard animation.
I'm trying to figure out how to delay the door opening until the animation is done. More info on that soon
- Sun Jan 05, 2020 9:13 am
- Forum: General
- Topic: [SPRITES] Spriting Apocalypse! (for "DIFFERENT" stuff)
- Replies: 569
- Views: 215214
Re: [SPRITES] Spriting Apocalypse! (for "DIFFERENT" stuff)
Talk about a meat shield
- Sun Dec 22, 2019 10:26 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38033
- Views: 4641296
Re: [SPRITES] Spriting Carnival!!
Here's an extended version of that one Doomguy hand that you see in pretty much every single Doom mod. It's not the cleanest edit (Far from it), but I did the best that I could.
- Sat Nov 16, 2019 9:42 pm
- Forum: Gameplay Mods
- Topic: D4T (New v2.5 Trailer pg 47)
- Replies: 714
- Views: 164250
Re: D4T (New v2.5 Trailer pg 47)
For those who aren't aware (Which is, from the looks of it, no one, not even DBT himself), D4T 2.5 is now available, and you can grab it from here: https://www.moddb.com/mods/death-foretold/downloads/death-foretold-d4t-25%20%20 SIDE NOTE: If you don't have a proper HUD at first, you will need to use ...
- Sun Oct 06, 2019 2:52 pm
- Forum: Gameplay Mods
- Topic: [WIP][0.7.2] Typist.pk3: Type to shoot
- Replies: 40
- Views: 16810
Re: [WIP][0.4] Typist.pk3
This is pretty cool! Reminds me a lot of The Typing of the Dead.
- Sun Aug 18, 2019 6:08 am
- Forum: Gameplay Mods
- Topic: HXRTC Project Golden Edition Plus R18 (Update 2 May 2025)
- Replies: 753
- Views: 272670
Re: HXRTC Project Golden Edition (Updated 17 aug 2019)
That doesn't seem to happen for me. Try updating GZDoom to 4.2.0.barosans wrote:hexereticdoom, your mod crash by discovering a secret room with the version 4.1.2 and 4.1.3 of GZDoom ( in 4.0.0 , this work)
- Mon Jul 22, 2019 10:04 am
- Forum: General
- Topic: [SPRITES] Spriting Apocalypse! (for "DIFFERENT" stuff)
- Replies: 569
- Views: 215214
Re: [SPRITES] Spriting Apocalypse! (for "DIFFERENT" stuff)
Here's a little joke GIF thing I made over the weekend to test out how well Paint.net can rotate sprites without blurring them.
- Tue Jul 09, 2019 5:17 pm
- Forum: Resources
- Topic: [MUSIC] Operation Body Count: MIDI Restoration Project
- Replies: 0
- Views: 657
[MUSIC] Operation Body Count: MIDI Restoration Project
Operation_Body_Count_MIDI_Restoration_Project.png A little bit of backstory behind this project Operation Body Count's soundtrack was, in my opinion, underrated, and never had any kind of MIDI conversion made for it (Even its brother, Corridor 7, got that treatment). Slightly upset by this, I got ...
- Sun Jul 07, 2019 10:04 pm
- Forum: Gameplay Mods
- Topic: [mini-mod] Universal Guncaster Adapter 1.8
- Replies: 66
- Views: 36493
Re: Universal Guncaster Adapter 1.7 [mini-mod]
Does this update include compatibility with the newest release of Guncaster (3.3)?Dinosaur_Nerd wrote:Updating to 1.7
I'll post some details later... my head hurts so much right now >.<
- Fri Jun 21, 2019 10:39 am
- Forum: Gameplay Mods
- Topic: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
- Replies: 66
- Views: 29899
Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
The mod is Final Doomer, Back to Saturn X mode.YasuoProjectX wrote:0:44 - 0:46 on that video
What weapon mod is that, next to Russian Overkill mod
- Tue Jun 18, 2019 11:41 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38033
- Views: 4641296
Re: [SPRITES] Spriting Carnival!!
Here's a sprite sheet I made of Cookiedemon, a cacodemon OC made by Robot_Joe.
I started this back in (I think) April of last year, and I only recently just got it finished.
I started this back in (I think) April of last year, and I only recently just got it finished.
- Wed Jun 12, 2019 5:18 am
- Forum: Gameplay Mods
- Topic: Lambda (Oct/08/2023)
- Replies: 258
- Views: 96082
Re: Lambda: The OpFor Update - HD Pack
It gives the player full health and overcharges the HEV suit to 250% power. Basically, it's this mod's version of the megasphere.dawnbreez wrote:What exactly does the Crystal do?