Search found 60 matches
- Thu Oct 31, 2024 10:15 pm
- Forum: Gameplay Mods
- Topic: Nightmare Logic IV
- Replies: 15
- Views: 3864
Re: Nightmare Logic IV
I think this may have something to do with new GZDooms or just might be exclusive to me, but the menu seems to be all pitch black, and i have to blindly enter the game to get it to work, i have not a single clue how or why this happens. Maybe some config settings are messed up on my end, but ...
- Tue Oct 29, 2024 5:55 am
- Forum: General
- Topic: Propose a tactical doom mod
- Replies: 4
- Views: 3782
Re: Propose a tactical doom mod
Pretty sure this is the wrong place for this question as its for released gameplay mods. , but Hideous Destructor does actually fit all the criteria you've laid out. Setting Traps: IED's and Grenade Tripwires, Remote Controled weapons/ Drones: D.E.RP.'s (a pistol on treads) H.E.RP's (turret , both ...
- Tue Jan 16, 2024 7:17 am
- Forum: Gameplay Mods
- Topic: Somewhere in Hell - Beta available (Madness Combat mod)
- Replies: 87
- Views: 28467
Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.107 released)
Okay extra info about this strange lever action bug, somehow i managed to trigger it with the AF2011 once, but wasn't able to replicate it, and while that happened , i managed to find a bug with it It causes a state where you can get 1- reserve ammo, This seems to be an issue with deimos, whose ...
- Sun Jan 14, 2024 7:36 am
- Forum: Gameplay Mods
- Topic: Somewhere in Hell - Beta available (Madness Combat mod)
- Replies: 87
- Views: 28467
Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.105 released)
I've found a seemingly really specific visual bug EDIT: The bug seems to happen by dual wielding while reloading and shooting with a lever action on the left and a super shorty on the right, and a small slide effect of this is by spamming reload and shooting with the super shorty to trigger the ...
- Sun Jan 14, 2024 3:39 am
- Forum: Gameplay Mods
- Topic: Somewhere in Hell - Beta available (Madness Combat mod)
- Replies: 87
- Views: 28467
Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.105 released)
I uh, decided to make a file to add various madness combat related tracks to doom 1, because doom 1 did not have replaced music so i decided to put together something myself https://www.mediafire.com/file/suahs5ryxjnu3et/SiHD1Mus.wad/file TRACK sort of LIST EP1: Madness project Nexus tracks EP2 ...
- Tue Jan 02, 2024 10:38 pm
- Forum: Gameplay Mods
- Topic: Somewhere in Hell - Beta available (Madness Combat mod)
- Replies: 87
- Views: 28467
Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.1 released)
I'd like to report a small visual bug, the M16 uses the AK74U sprites when throwing a C4.
- Sun Dec 31, 2023 12:55 am
- Forum: Gameplay Mods
- Topic: Somewhere in Hell - Beta available (Madness Combat mod)
- Replies: 87
- Views: 28467
Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.1 released)
Playing around a bit more i've noticed an odd thing happening where the ruger would sometimes not allow me to change weapon until i reload it.
- Sat Dec 30, 2023 10:36 am
- Forum: Gameplay Mods
- Topic: Somewhere in Hell - Beta available (Madness Combat mod)
- Replies: 87
- Views: 28467
Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.1 released)
I have no idea why the super shotgun was there, that's strange. What mapset were you playing with? It was just the freedoom2 IWAD, which should be basically the same as doom 2, but with some testing it does not affect doom 2, it only just affects freedoom phase 2 which is very odd, this doesn't ...
- Sat Dec 30, 2023 5:39 am
- Forum: Gameplay Mods
- Topic: Somewhere in Hell - Beta available (Madness Combat mod)
- Replies: 87
- Views: 28467
Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.1 released)
I'd like to throw in my thoughts, I really like this, also like the fact madness combat music was included in the file, and the visuals are definitely really really good, The guns are great, about the only firearm i didn't like was the rocket launcher, felt it was a bit weak in my opinion. The melee ...
- Thu Sep 14, 2023 11:53 pm
- Forum: Gameplay Mods
- Topic: [DSin] Kw Arms - Custom Weaponset v5
- Replies: 19
- Views: 11580
Re: [DSin] Kw Arms - Custom Weaponset v5
I'm finding some strangeness with how magnum ammo spawns, sometimes when loading magazines with random ammo amounts, (dropped from zombies) you can rack your pistol or smg and you will suddenly have up to 10 magnum rounds cartoonishly spilling onto the floor despite the weapon seemly being loaded ...
- Wed Aug 09, 2023 3:13 am
- Forum: Gameplay Mods
- Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
- Replies: 208
- Views: 128820
Re: DoomRLA EXTENDED [1.1a] - Two new classes! More stuff!
I just got a VM abort, i had the crafting kit with the requirement for a burst laser rifle and the assualt plasma rifle, and while i crafted the burst laser rifle, it VM abort, i had previously crafted a quad shotgun with a kit, and was in multiplayer at the time, i think it was the beam cannon ...
- Mon May 01, 2023 11:53 pm
- Forum: Gameplay Mods
- Topic: DoomDynMus - a dynamic music mod
- Replies: 177
- Views: 86452
Re: DoomDynMus - a dynamic music mod
https://www.mediafire.com/file/zjd9iyea ... 0.zip/file
Okay, Hopefully it works this time! Apparently google drive wont be working for me anymore.
Okay, Hopefully it works this time! Apparently google drive wont be working for me anymore.
- Mon May 01, 2023 9:12 am
- Forum: Gameplay Mods
- Topic: DoomDynMus - a dynamic music mod
- Replies: 177
- Views: 86452
Re: DoomDynMus - a dynamic music mod
I've decided to make a music pack of the Alien vs Predator 2010 Game
I've only done a quick once over to make sure it functions without blowing up but its around 11pm and so i'm not confident this is completely functional but it works well enough for now
[link removed due to not work]
I've only done a quick once over to make sure it functions without blowing up but its around 11pm and so i'm not confident this is completely functional but it works well enough for now
[link removed due to not work]
- Mon Mar 27, 2023 2:02 am
- Forum: Gameplay Mods
- Topic: Scavver's Paradise V3 Beta - A Survival Horror Mod
- Replies: 406
- Views: 142004
Re: Scavver's Paradise V2.3 - A Survival Horror Mod
- More important than the healthbar, it could be nice to add some mark that shows what is the current backpack you're carrying, as well as a little bit of additional info on the mod that shows the weight each backpack can support, some times is a little bit confusing to guess the max weight it can ...
- Fri Mar 24, 2023 3:51 am
- Forum: Gameplay Mods
- Topic: Scavver's Paradise V3 Beta - A Survival Horror Mod
- Replies: 406
- Views: 142004
Re: Scavver's Paradise V2.3 - A Survival Horror Mod
I do have only one small request though, Would it be possible to add void spheres as a rare drop from the void monsters? i feel like if the map doesn't have any armor bonuses you're pretty much stuck with void drain for the entire map if you're unlucky enough.