Search found 20 matches

by badcaradvice
Mon Jul 23, 2018 4:22 pm
Forum: Gameplay Mods
Topic: OPERATION: INHUMAN (BRUTAL20B READY)
Replies: 210
Views: 48450

Re: OPERATION: INHUMAN (BRUTAL20B READY)

Is this still supposed to run with Brutal Doom v19? Because I just get "46 errors while parsing DECORATE scripts" when I attempt to run it. It seems to work with a modified version of Brutal Doom 20 that I have laying around, though.
by badcaradvice
Sat Jul 21, 2018 5:55 pm
Forum: TCs, Full Games, and Other Projects
Topic: Compendium - Classic Megawad Compilation
Replies: 170
Views: 162073

Re: Compendium - Classic Megawad Compilation

That's correct. Because of how GZDoom handles map files inside .pk3 files, loading the .wad normally would just end up changing map02 of doom 2 itself, I think. you can edit compendium itself or you can create a new .pk3, create a Maps folder, put slp02.wad there, save and load it and it should ...
by badcaradvice
Sat Jul 21, 2018 2:42 pm
Forum: TCs, Full Games, and Other Projects
Topic: Compendium - Classic Megawad Compilation
Replies: 170
Views: 162073

Re: Compendium - Classic Megawad Compilation

Tried the fix for Project Slipgate SLP02. Assuming I'm supposed to load slp02.wad after compendium-v1.pk3, it doesn't seem to work, as the door does not open after pressing the button. I don't have any other mods loaded.
by badcaradvice
Fri Jun 29, 2018 3:49 pm
Forum: Gameplay Mods
Topic: [WIP] The Trooper - 0.3.4 [INFINITE HIATUS]
Replies: 352
Views: 72710

Re: [WIP] The Trooper - 0.2.4.13b [EXCESSIVE POWER]

Noticed an issue when changing the firing mode of the VSK9. First press will switch it to burst fire, but pressing user 6 (I think that's the one that changes firing mode) will then just have it set the secondary ammo type to explosive shells each time. Haven't found a way to get back to full auto ...
by badcaradvice
Fri May 25, 2018 8:25 am
Forum: Gameplay Mods
Topic: Iron Snail [New v2.0 test 30/10/21]
Replies: 99
Views: 77825

Re: Iron Snail [v1.4] [Zandronum Version available!]

I'd suggest you try and implement a colorful variety of soldiers (gatling, futuristic, fanatic, etc.), Beef up the BFG9000 replacement, rockets, maybe add in Super Grenade, Flame Shot, and a shotgun whose blast is literally a directed explosion, maybe replace SMG with Heavy Machinegun. Oh, and ...
by badcaradvice
Sat May 05, 2018 9:01 am
Forum: Gameplay Mods
Topic: [3DGE] Heathen v1.0 final(?)
Replies: 22
Views: 10158

Re: [3DGE] Heathen (medieval/fantasy mod) v0.3

Liking what I see so far, though a couple things:

1. The Ritual Dagger doesn't seem to be working properly. After it wears off it still seems I have extra strength after that. Maybe a limit of Doom? I'm using the latest version of EDGE for this.

2. I'm not sure how Timon's Axe is supposed to ...
by badcaradvice
Wed Jan 17, 2018 6:55 am
Forum: Gameplay Mods
Topic: La Tailor Girl v1.91 Body paint [updated July 8 2026]
Replies: 504
Views: 375827

Re: La Tailor Girl v1.3 [Borger]

With the Borger update, finding a duplicate armor went from "Oh, great..." to "Oh GREAT!"

This is getting better and better with each release. Keep up the good work!
by badcaradvice
Thu Nov 23, 2017 5:30 pm
Forum: Gameplay Mods
Topic: [BETA] DEAD MARINE
Replies: 140
Views: 65901

Re: [BETA] DEAD MARINE

Zombie drops seem to give the same amount of ammo as just lying there pickups, as opposed to half.
Just found an odd issue. It seems the ambient sounds might be interrupting music, causing it to stop.
The Cacodemon does not produce blood splats when shot anymore.

I'm not getting any of these ...
by badcaradvice
Sat Sep 30, 2017 4:17 pm
Forum: Gameplay Mods
Topic: [Advanced Arsenal] IS BACK, AGAIN!
Replies: 8
Views: 5651

Re: [Advanced Arsenal] IS BACK, AGAIN!

I noticed that there's a little spot on the rip for the Mk. 46 that is hovering above it that is out of place:
https://imgur.com/IzM5VDc
I hope that's an easy fix, anyway.

Also, once you get the AA-12, the KSG and the 1887 feel kinda useless since they do less damage than the AA-12. Unless that ...
by badcaradvice
Wed Sep 27, 2017 6:53 pm
Forum: Gameplay Mods
Topic: Netronian Chaos V.3.57: The Final, Last, Concluding Update
Replies: 622
Views: 199298

Re: Netronian Chaos : Cosmic Adventures with Wars and Aliens

The look, feel and sounds of the weapons is great! I also enjoy the sound of the pickups.

This just needs some appropriate enemies and it'll be well on its way.
by badcaradvice
Mon Sep 25, 2017 4:59 pm
Forum: Gameplay Mods
Topic: [WIP] Sun Damage Omen : Version 0.7c
Replies: 93
Views: 28122

Re: [WIP] Sun Damage Omen : Version 0.6d Alpha [ZSCRIPT, BAB

I love the aesthetic of this mod. The Quake-style sprites, the gritty feel, and even when the enemies light up when they're hit. And it all works well with the projectile-based, high speed gameplay. Keep it up!

I also like how the Solar Propulsor sounds like the start of an 80's flick while you're ...
by badcaradvice
Tue Sep 12, 2017 7:16 pm
Forum: TCs, Full Games, and Other Projects
Topic: Touhou Doom - Full Release (V1.24)
Replies: 203
Views: 220449

Re: [Release] Touhou Doom - Episodes I-III

I played what would count was the original, and wasn't terribly impressed with it.

This, I am enjoying. I mean, it's nice to play DOOM with Touhou because I'm actually decent at DOOM. :V
by badcaradvice
Wed Aug 23, 2017 5:09 pm
Forum: Gameplay Mods
Topic: The Soldier Z - WIP - Update 13 11/14/2021 Options
Replies: 152
Views: 60102

Re: The Soldier Z - WIP

Not sure if it's intentional, but I noticed you can reload most of the magazine-based weapons (with the exception of the pistol) while they're full. This will use up a magazine each time you reload, until you are out of magazines.
by badcaradvice
Sun Aug 13, 2017 7:22 am
Forum: Gameplay Mods
Topic: High Noon Drifter v1.2 - Between God, the Devil, and a .500
Replies: 659
Views: 272650

Re: High Noon Drifter v1 - Dancing With Spiders

I like the idea of having a lever action rifle in game, though I'm wondering about how it can be added. If it replaces the Cintia it should get its own ammo, though I'm not sure how that would be implemented. Not sure how difficult it is to have 2 ammo types show in the same drops, where every now ...
by badcaradvice
Thu Aug 10, 2017 7:24 pm
Forum: Gameplay Mods
Topic: Juvenile Power Fantasy v1.1 "Crashing"! (Link Restored)
Replies: 190
Views: 49125

Re: Juvenile Power Fantasy v0.5 "Skeletonne": Heavy! (p6)

The changes to the RCR feel good, though before I just treated it as a close-range stunlock weapon of sorts, the TITLEMAP is great, and the melee changes are a nice touch. This mod is goin' places.

Not particularly related to any of the changes, but I tend to get easily distracted when I see ...

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