Search found 9 matches

by Sleepyhead
Fri Apr 14, 2017 3:21 pm
Forum: Graphic/Audio Patches
Topic: [v1.0.2] DamNums - Universal Damage Numbers
Replies: 99
Views: 100489

Re: [v0.1.1] DamNums - Universal Damage Numbers

Yes! Here's the update for DamNums I've been waiting for. This functions every bit as well as I'd have hoped. Thank you very much, Xaser! This helps a lot with maximizing DPS since I can actually see how much damage I'm doing, particularly when it comes to modded weapons. I also like that it works ...
by Sleepyhead
Fri Apr 14, 2017 3:13 pm
Forum: Shaders
Topic: [WIP] RetroShader =Computer Friendly!= Update 4
Replies: 55
Views: 62050

Re: [WIP] RetroShader =Computer Friendly!= Update 4

Hopefully the issue isn't too large; I really enjoy RetroShader's crispy pixels and I miss using it.
by Sleepyhead
Fri Mar 31, 2017 1:27 am
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 418988

Re: MetaDoom v3.1 "Samuel" (Help Wanted! p70)

I like the sound of some of those future ideas. Don't get too discouraged by the lack of feedback though; MetaDoom executes its concept so well that I have little to complain about. It's my go-to mod whenever I want to play Doom but I don't want to play the same old Doom, if that makes any sense ...
by Sleepyhead
Tue Mar 21, 2017 10:26 pm
Forum: Graphic/Audio Patches
Topic: SpriteShadow v2.0 (now built into GZDoom 4.6.0!)
Replies: 183
Views: 84173

Re: Duke3D-style Shadows 1.2 [final, works on all monsters/m

Apologies for my previous post; it appears QZDoom 1.3.0.1 crashes occasionally when saving for me even without DukeShadows enabled. I've uploaded the information and crash reports to the bug tracker. DukeShadows apparently isn't the source of the problem; sorry for bothering you.
by Sleepyhead
Tue Mar 21, 2017 5:51 am
Forum: Graphic/Audio Patches
Topic: SpriteShadow v2.0 (now built into GZDoom 4.6.0!)
Replies: 183
Views: 84173

Re: Duke3D-style Shadows 1.2 [final, works on all monsters/m

Is there any reason why QZDoom would have difficulties or incompatibilities with this mod? Because I tried loading it with the new QZDoom 1.3.0.1 and it crashes randomly when I try to save the game and it's really confusing me. I initially thought that it was a QZDoom problem but I tested QZDoom ...
by Sleepyhead
Thu Mar 02, 2017 1:00 am
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 418988

Re: MetaDoom v3.1 "Samuel" (p68)

It'd be a nice idea, but I'm cautious of doing this at a gameplay mod level because I have no control over the amount of ammo the player has been given by the level designer - throwing additional things for the player to shoot could result in ammo being tighter than intended at later encounters ...
by Sleepyhead
Tue Feb 28, 2017 7:33 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 418988

Re: MetaDoom v3.0 "Samuel" (p65)

Been playing this recently and I have to say, this has quickly become my favorite gameplay mod. Pretty much everything has a fantastic level of polish and it's one of the few gameplay mods I've played that still feels a lot like Doom while still adding a lot of new and enjoyable gameplay elements ...
by Sleepyhead
Sat Feb 04, 2017 4:52 am
Forum: Graphic/Audio Patches
Topic: [v1.0.2] DamNums - Universal Damage Numbers
Replies: 99
Views: 100489

Re: [v0.0.1] DamNums - a damage numbers mod

I actually have a few things I'd like to add on. First off, in terms of making this more "universal"; what are your thoughts/ideas on that end? I can see this mod being excellent for gameplay mods if that's what you have in mind. Being able to know the exact damage of modded weapons in-game would be ...
by Sleepyhead
Wed Feb 01, 2017 6:32 pm
Forum: Graphic/Audio Patches
Topic: [v1.0.2] DamNums - Universal Damage Numbers
Replies: 99
Views: 100489

Re: [v0.0.1] DamNums - a damage numbers mod

Signed on here so I could express my gratitude for your making this. I've been waiting for a mod like this for awhile and this functions exactly how I hoped it would. Keep up the awesome work and I can't wait to see what you add onto this in the future!

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