Search found 14 matches
- Fri Oct 23, 2020 4:11 pm
- Forum: Gameplay Mods
- Topic: [0.7] Punkwild! (Punk never dies!)
- Replies: 73
- Views: 17872
Re: [WIP 0.4] Punkwild!(Demon slaying punk girl)
Nice to see that this mod is still alive! It uh... still has a small problem though. I have no idea how to replicate what happened but there would be a section of floor where I'd constantly get the "You got a pickup" message from time to time. Usually encountered it in "The Waste Tunnels" level ...
- Wed Sep 23, 2020 3:20 am
- Forum: TCs, Full Games, and Other Projects
- Topic: TREASURE TECH LAND (Demo #1 Available!)
- Replies: 30
- Views: 29836
Re: TREASURE TECH LAND (Demo #1 Available!)
Okay, the demo was fun. Found the secret level just after making this initial post, it was cleverly hidden. Didn't encounter any bugs either, was just a good time all around.
- Tue Jun 30, 2020 4:07 am
- Forum: Gameplay Mods
- Topic: [0.7] Punkwild! (Punk never dies!)
- Replies: 73
- Views: 17872
Re: [WIP 0.3] Punkwild!(Bug squashing and new shotgun!)
Ok yeah, it's working now. Been enjoying this mod a lot so far!
- Tue Jun 30, 2020 3:59 am
- Forum: Gameplay Mods
- Topic: [0.7] Punkwild! (Punk never dies!)
- Replies: 73
- Views: 17872
Re: [WIP 0.3] Punkwild!(Bug squashing and new shotgun!)
Now I'm using GZDoom 4.4.0 so maybe this error is just because of that.
But I'm getting this error:
Script error, "AGPunk.pk3:decorate/monsters/demons.txt" line 214:
SC_GetNumber: Bad numeric constant "BPBI".
But I'm getting this error:
Script error, "AGPunk.pk3:decorate/monsters/demons.txt" line 214:
SC_GetNumber: Bad numeric constant "BPBI".
- Fri Apr 24, 2020 6:03 pm
- Forum: Gameplay Mods
- Topic: GHOLAZON X: clone rangers (v5)
- Replies: 63
- Views: 24605
Re: GHOLAZON X: clone rangers (helper add-on)
Everything is working wonderfully and I've been enjoying this mod. But I have found a few issues with getting the console commands that you have to translate from the Standard Galactic Alphabet to work. I don't know if I just translated them wrong but they just refuse to work. Maybe its the GZDoom ...
- Tue Feb 04, 2020 6:12 pm
- Forum: Abandoned/Dead Projects
- Topic: [Finished] The Russian Overkill - 3.0e
- Replies: 1782
- Views: 809150
Re: [Finished] The Russian Overkill - 3.0, Overture Finale
UM. It appears the dual Leviathan refuses to use ammo. It's infinite dual triple shotgun shenanigans and I have no idea if it's suppose to do that or not.
- Thu Aug 22, 2019 3:08 am
- Forum: Gameplay Mods
- Topic: Legion of Bones [1.05]
- Replies: 73
- Views: 48410
Re: Legion of Bones [1.02]
I've encountered a minor glitch multiple times in double death mode.
If a large group of monsters die at the same time and in the same general space they won't res and they'll block the player, unless you crouch.
If a large group of monsters die at the same time and in the same general space they won't res and they'll block the player, unless you crouch.
- Mon Aug 12, 2019 6:28 pm
- Forum: Gameplay Mods
- Topic: Lt. Typhon v6: massive guns
- Replies: 227
- Views: 104692
Re: Lt. Typhon v4: massive guns
I have been thoroughly enjoying this mod, both on its own and with the usual mix of other mods I use. But I've encountered a slight bug between this and LDL. If say, The Doomguy shows up and he goes legendary, he loses his "friendly" flag. This isn't really an issue that needs fixing, I just found ...
- Thu Oct 04, 2018 1:31 am
- Forum: Gameplay Mods
- Topic: Netronian Chaos V.3.57: The Final, Last, Concluding Update
- Replies: 622
- Views: 197097
Re: Netronian Chaos V.3.1: Project Manhattanova
I have to say, this has been an extremely fun mod. Especially with the map pack. From how the weapons look and feel, to the loud and satisfying firing sounds, to the little voice clips that play with certain weapons. Even the little Easter egg in the "Level complete" screen music. Everything about ...
- Sun Sep 16, 2018 1:46 am
- Forum: Gameplay Mods
- Topic: [1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
- Replies: 708
- Views: 207548
Re: [NEW!] Doom Delta v2.0 Released!
I finally decided to give this mod a try and I have to say it is exceedingly well done.
I also like how certain human enemies don't drop souls. It's a nice touch.
I also like how certain human enemies don't drop souls. It's a nice touch.
- Fri Sep 22, 2017 9:59 am
- Forum: Levels
- Topic: dead.air - v2
- Replies: 93
- Views: 30361
Re: dead.air - v2
Hey, I'm all for improvements on this great map ^^
- Fri Sep 22, 2017 9:24 am
- Forum: Levels
- Topic: dead.air - v2
- Replies: 93
- Views: 30361
Re: dead.air - v2
I didn't find the Grafter fight that hard, even in UV.
You just need to save the partial invisibility for that part of the fight and smash them down before it runs out.
You just need to save the partial invisibility for that part of the fight and smash them down before it runs out.
- Tue Sep 19, 2017 7:56 am
- Forum: Levels
- Topic: dead.air - v2
- Replies: 93
- Views: 30361
Re: dead.air - v2
Despite being genuinely terrified through out this entire map, I quite enjoyed it. Those faceless demons will haunt my nightmares for many weeks to come. Most of the weapons feel good to use and I swear the Ion Blaster uses the sound effects for the different lasers in Descent 2. And correct me if I ...
- Mon Sep 11, 2017 6:06 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7027
- Views: 1722633
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Can I throw my hat into the ring on guessing what weapon is coming in 1.1?
Because for some reason I have a feeling... its going to be a berserk reference.
Because for some reason I have a feeling... its going to be a berserk reference.