Search found 9 matches
- 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 ...
- 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.
- 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 ...
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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!