Search found 16 matches
- Sat Aug 23, 2025 12:44 am
- Forum: Gameplay Mods
- Topic: wepon.pk3: Tiny Filesize, Great Big Guns! [V1.4, 09/19/25]
- Replies: 18
- Views: 3072
Re: wepon.pk3: Tiny Filesize, Great Big Guns! [V1.2]
Hi, I just want to say that I love this mod. The pistols and pump shotgun are especially good as they are not obsoleted by other weapons. It's always good to see a double chainsaw (I love DOOM 64), the punches are great, and the plasma rifle spread fire is great for slaughtermaps. The fact it's ...
- Mon Aug 04, 2025 5:50 am
- Forum: Technical Issues
- Topic: CTD when playing Guncaster 4.0
- Replies: 4
- Views: 308
Re: CTD when playing Guncaster 4.0
I went back to using GZDoom 4.14.2 and disabled more unnecessary mods like Ambient Decorations, Nashgore, and Mod Menu and no issues so far. It must have been conflicts with those mods and/or issues with dev builds of GZDoom or something else on my end.
- Sun Aug 03, 2025 8:15 pm
- Forum: Technical Issues
- Topic: CTD when playing Guncaster 4.0
- Replies: 4
- Views: 308
Re: CTD when playing Guncaster 4.0
I also got the CTD playing the most recent Russian Overkill with CH just a few minutes ago. I never got these CTDs while playing earlier versions of both GC and RO with CH. The CTDs occur randomly upon saving the game, including mid-level saves and autosaves at the start of maps, and are more likely ...
- Sun Aug 03, 2025 1:56 am
- Forum: Technical Issues
- Topic: CTD when playing Guncaster 4.0
- Replies: 4
- Views: 308
CTD when playing Guncaster 4.0
Hello, am experiencing random CTDs, mainly upon level changes, when playing the latest version of Guncaster, 4.0, on GZDoom version g4.15pre-423-ge4a77cf8b. The CTD mainly occurs when saving the game, especially during level changes. I also tried using 4.14.2 and the results are the same. I attached ...
- Wed Jul 09, 2025 6:36 am
- Forum: Gameplay Mods
- Topic: [v1.7.2] Critical Shots - Headshots, Backstabs and Crits!
- Replies: 89
- Views: 56126
Re: [v1.7.2] Critical Shots - Headshots, Backstabs and Crits!
Hello, I have a couple of bugs when running this mod with Final Doomer. Using the Borstal Shotgun shows the headshot sprite in the top left corner for its firing and idle frames, with a single correct frame of the shotgun appearing. The Vendetta Machine does not fire and just produces the lock on ...
- Tue May 27, 2025 1:50 am
- Forum: Gameplay Mods
- Topic: ZMovement 3.2.1
- Replies: 248
- Views: 108002
Re: ZMovement 3.2.1
Many thanks! Hey Mr. Mir, I made the patch for you, but I'll tell you (and everyone else) how it's done, just to save you all the time. First off, make a working copy (read: this means a copy you'll be modifying, not "create ZMove Ex"). Second, determine if your mod has DECORATE player classes or ...
- Fri May 23, 2025 8:21 am
- Forum: Gameplay Mods
- Topic: ZMovement 3.2.1
- Replies: 248
- Views: 108002
Re: ZMovement 3.2.1
Hello, could someone make a patch for EVP version 3.1g? I tried making one myself, but gzdoom throws a fatal error saying "unknown event handler class DashHandler."
- Sun Sep 22, 2019 11:28 am
- Forum: Gameplay Mods
- Topic: [v1.1.0] Episodic-EX - Play all levels in sequence!
- Replies: 77
- Views: 25300
Re: [v1.1.0] Episodic-EX - Play all levels in sequence!
Sigil 1.2 has been released. Here is the updated maphash info for Wadsmoosh: // doom complete with sigil map "058fb092ea1b70da1e3cbf501c4a91a1", "e2m1", "-1"; map "effe91df41ad41f6973c06f0ad67ddb9", "e3m1", "-1"; map "ef128313112110ed6c1549af96af26c9", "e4m1", "-1"; map ...
- Sun Jul 14, 2019 11:21 am
- Forum: Gameplay Mods
- Topic: [v1.1.0] Episodic-EX - Play all levels in sequence!
- Replies: 77
- Views: 25300
Re: [v1.1.0] Episodic-EX - Play all levels in sequence!
I am using v. 1.2 of the mod with WADSmoosh with Sigil and the updated map hashes. When I complete the last map of Master Levels, the game ends and does not go to TNT Map01. I copied the map hashes from Shockwave508's post. EDIT: I switched to Episodic-EX v 1.1.0, that fixed the problem with Master ...
- Sun Oct 29, 2017 8:45 pm
- Forum: Gameplay Mods
- Topic: (v3.1h) Enhanced Vanilla Project (EVP) - My first Doom mod
- Replies: 494
- Views: 221719
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Great job with this mod. I prefer it over other similar mods like Smooth Doom, Cosmetic Doom, and Beautiful Doom. The addition of the brightmaps really adds to the mood. One thing: is there any way to disable darkening of the maps? I prefer the default light level of the maps. Everything else is ...
- Sun Oct 29, 2017 8:07 pm
- Forum: Gameplay Mods
- Topic: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!
- Replies: 412
- Views: 159285
Re: Heretical Doom v0.9 - THE MAGIC SYSTEM IS BORN!
I'm playing Heretical Doom in Hexen and it works fine except for the spells (there is no mana meter in Hexen) and the spare ammo counters for the Flame Orb and Mace Spheres don't show up on the regular HUD, but they do show up in the automap. Otherwise it's great playing a Corvus class in Hexen 

- Sun Oct 29, 2017 3:10 pm
- Forum: Gameplay Mods
- Topic: (v3.1h) Enhanced Vanilla Project (EVP) - My first Doom mod
- Replies: 494
- Views: 221719
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Great job with this mod. I prefer it over other similar mods like Smooth Doom, Cosmetic Doom, and Beautiful Doom. The addition of the brightmaps really adds to the mood. One thing: is there any way to disable darkening of the maps? I prefer the default light level of the maps. Everything else is ...
- Sun Oct 15, 2017 8:07 am
- Forum: Gameplay Mods
- Topic: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!
- Replies: 412
- Views: 159285
Re: Heretical Doom v0.9 - THE MAGIC SYSTEM IS BORN!
I just wanted to say thanks for this, Brutal Heretic RPG is one of my favorite Heretic mods and I'm glad to see it's not just being continued, but improved and made to work with Doom.
- Thu Aug 24, 2017 7:56 pm
- Forum: Gameplay Mods
- Topic: High Noon Drifter v1.2 - Between God, the Devil, and a .500
- Replies: 658
- Views: 264317
Re: High Noon Drifter v1.1 - Sixguns and Spaghetti
Thanks, Term! Works just fine now!
- Wed Aug 23, 2017 11:52 pm
- Forum: Gameplay Mods
- Topic: High Noon Drifter v1.2 - Between God, the Devil, and a .500
- Replies: 658
- Views: 264317
Re: High Noon Drifter v1.1 - Sixguns and Spaghetti
[quote="TerminusEst13" I found a bug in Strange Aeons: when I loaded HND 1.1b with SA and the compatibility patch (Strange Aeons - HND - patch) and pick up the boomerang, I don't get the boomerang and only the empty catching hand appears. Pressing the fire button or reload button lowers the hand for ...