Search found 12 matches
- Fri Dec 13, 2019 9:41 pm
- Forum: Gameplay Mods
- Topic: Re: Combined_Arms v2.3: Reloaded edition! (last post here 4-18-23)
- Replies: 182
- Views: 128984
Re: Combined_Arms v1.4: Red hot Blastmaster MK2 edition!
Any chance of Heretic and Hexen compatibility?
- Mon Dec 09, 2019 11:26 pm
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1202
- Views: 448209
Re: [3.2!] FINAL DOOMER +
EDIT: It's got something to do with the autoaim fix, I think. Commenting out three lines in the relevant weapon's definition relating to calling the autoaim check script (lines 54-56 in ./DECORATE/AlienVendetta/plasmarifle.dec) resulted in the weapon functioning correctly, but it completely negates ...
- Mon Oct 14, 2019 7:18 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Consolation Prize: Console TCs for Gameplay Mods (p11 N64up)
- Replies: 177
- Views: 127912
Re: Consolation Prize: Console TCs for Gameplay Mods (p9 PSX
Hi, Just finished playing the 90 level PSX set (v1.1), and had a few bugs to report. I'm playing with GZDoom x64 4.1.3, DRLA 1.1.2, and DRLA Monsters beta 7.2. Here's what I saw (had to noclip a few times): - Doom 1 Map 8 (baron boss): the wall surrounding the arena never lowered. - Doom 2 ...
- Sun Aug 25, 2019 2:44 pm
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1202
- Views: 448209
Re: [3.0!] FINAL DOOMER +
These new packs are neat stuff, thanks! A few nitpicks after playing through portions of Doom II and Plutonia on UV with them: - In the Whitemare set, the Thermocoat only seems to increase in charge level if I ignite (but don't kill) an enemy and practically rub against it. This makes it really hard ...
- Sun Aug 04, 2019 6:57 pm
- Forum: Graphic/Audio Patches
- Topic: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
- Replies: 451
- Views: 246072
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
I'm well past Guardian of Steel now, but I just observed a similar behavior with an enemy (serpent/dragon) colliding with a revolving door. Go to Hexen MAP27 - Heresiarch's Seminary. The revolving door is at (x,y,z) (1361, -2721, -192). To activate it, you'll need to destroy two trees and pull a ...
- Sun Aug 04, 2019 3:25 pm
- Forum: Graphic/Audio Patches
- Topic: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
- Replies: 451
- Views: 246072
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
Update to that - I just saw the "Clear Gore Now" option in the menu and that freed the wall.
- Sun Aug 04, 2019 3:21 pm
- Forum: Graphic/Audio Patches
- Topic: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
- Replies: 451
- Views: 246072
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
Possible bug while playing Hexen - in Guardian of Steel, there are these two sliding walls on the lower level that are activated by switches NE and SE, and NW and SW on the main level. While clearing the western sliding wall, I killed a monster in its track while it was open. Now the wall can't move ...
- Sat Aug 11, 2018 10:43 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: REKKR - V1.16
- Replies: 223
- Views: 82865
Re: REKKR - V1.13
Just finished this and wanted to say that it's an amazing piece of work! Is there any chance of getting a weapon/item replacement mod (like Final Doomer or High Noon Drifter) to bring these weapons into Doom, Heretic, and Hexen? I'd love to have this play style and weapon set available elsewhere.
- Sun Jan 07, 2018 9:02 pm
- Forum: Gameplay Mods
- Topic: [1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
- Replies: 708
- Views: 206160
Re: Doom Delta v2.0 BETA TEST!
Trip report: This is awesome! Got the 2.0 beta yesterday, and just played through all of Doom 2 on Ultra Violence, with the newest 2018 gzdoom version, brightmaps, lights, and nash-gore. Didn't encounter any crashes or game-ending bugs. Came up short on secrets on a lot of levels, though I attribute ...
- Sat Dec 23, 2017 1:37 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: REKKR - V1.16
- Replies: 223
- Views: 82865
Re: [WIP] REKKR - An Ultimate Doom Total Conversion
This looks really good! Love all the new stuff, the palette and the overall look.
- Sat Dec 23, 2017 9:54 am
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1202
- Views: 448209
Re: [2.3] FINAL DOOMER +
Apologies if this has been asked before, but is there any chance that you could add off-hand melee to all these packs in a similar fashion to the whip in High Noon Drifter? I just finished the JCPC map set with your weapons (which are amazing) and with that set in particular it would be awesome to ...
- Tue Jul 04, 2017 11:36 am
- Forum: Abandoned/Dead Projects
- Topic: Karnak - Gameplay Mod for Heretic/Hexen/Deathkings
- Replies: 43
- Views: 8851
Re: Karnak - Heretic Mod
Just registered an account to say that this is fantastic! It really makes Heretic fresh again. Any chance of a sprite replacement for the weak red flying demon in a future release? Some sort of harpy-esque monster would be neat, or even just a swap with the similar enemy from Hexen, which I feel ...