Search found 20 matches
- Thu Nov 17, 2022 5:21 pm
- Forum: Gameplay Mods
- Topic: [DeusDoom: Weapons] adding Deus Ex weapons to Doom
- Replies: 72
- Views: 24061
Re: [DeusDoom: Weapons] adding Deus Ex weapons to Doom
After a bit of time playing through this I have noticed some things: *Some weapon surfaces that should be fullbright are being affected by colored sector lighting or dynamic lights, ie. muzzle flash, Dragon Tooth Sword, LAM light etc. Maybe there is a way to force these to always have lightened ...
- Sun Nov 13, 2022 8:51 pm
- Forum: Gameplay Mods
- Topic: GBA Doom Green Blood--- Properly done.
- Replies: 11
- Views: 2910
Re: GBA Doom Green Blood--- Properly done.
I actually really like this. The only GBA Doom I played was some port done for GZDoom a few years back. Was a strange experience, but I REALLY liked the green blood. Gave serious Turok vibes-- and that's always a good thing. 

- Sun Nov 13, 2022 8:48 pm
- Forum: Gameplay Mods
- Topic: [DeusDoom: Weapons] adding Deus Ex weapons to Doom
- Replies: 72
- Views: 24061
Re: [DeusDoom: Weapons] adding Deus Ex weapons to Doom
This looks cool as hell. I was wondering when something like this would come along-- great to see someone finally did it! :D Question: Will this mod be compatible with online play (co-op?) Or is it exclusively SP-focused? Main concern would be with things like inventory and leading to the dreaded de ...
- Sun Nov 13, 2022 8:38 pm
- Forum: Abandoned/Dead Projects
- Topic: Doomreal [1.2]
- Replies: 140
- Views: 85806
Re: Doomreal [1.2]
I was just thinking the other month about the possibility of skins being usable in Doomreal. So cool to have this feature added in along with stuff like weapon-skins! On the mirrored weapons: Given that this is the final release, there's absolutely no plans to make a alternate re-mirrored add-on ...
- Sat Apr 10, 2021 6:57 pm
- Forum: Gameplay Mods
- Topic: Lambda (Oct/08/2023)
- Replies: 258
- Views: 96537
Re: Lambda - Another small fix (April/05/2021)
So far I have not noticed the crash rear it's head and have ran through several wads to ensure as much (or attempt to!) I did however notice I think -part- of the issue could be related to how behavior works with bleeding actors. I noticed in a few mod's actors "BloodType" was set to "none", "", or ...
- Fri Apr 02, 2021 12:09 am
- Forum: Gameplay Mods
- Topic: Lambda (Oct/08/2023)
- Replies: 258
- Views: 96537
Re: Lambda - Minor Hotfix (April/01/2021)
I'm glad there's some renewed interest in this mod, however for me it seems to still be giving a lot of bizarre issues. Running with the newest official GZDoom release I still seem to get the puff/blood related crash: https://i.imgur.com/cT5vwBg.png I'm unsure what exactly is causing this but it ...
- Mon Dec 14, 2020 3:14 am
- Forum: Abandoned/Dead Projects
- Topic: Doom Tournament [1.2]
- Replies: 323
- Views: 120640
Re: Doom Tournament [1.1.2]
Aren't there mods similar to this made for Skulltag? It's possible. You're thinking of that (very) ancient UT'99 sprite-based mod for Zandronum that took many, many liberties with the arsenal. Also it wasn't exactly the best, especially when compared to a mod like this. It's incredibly difficult to ...
- Fri Oct 23, 2020 5:41 pm
- Forum: Gameplay Mods
- Topic: Lambda (Oct/08/2023)
- Replies: 258
- Views: 96537
Re: Lambda: The OpFor Update - HD Pack
Really enjoy this mod a lot-- great fun to co-op it with a friend or two especially! However, with recent GZDoom updates and mod updates it has also been very prone to frequent crashes and I'm not entirely sure why. The console spits out something about monster's "CanBleed" script or some such? I've ...
- Sat Oct 10, 2020 4:00 pm
- Forum: Gameplay Mods
- Topic: [RELEASE] DN3DooM - update v.1.08c
- Replies: 350
- Views: 97864
Re: [RELEASE] DN3DooM - update v.1.06
My setup is just standard, I don't feel the pop sounds. How can I tell if the sound has this issue? I have audacity for visual cues. Below is a comparison example of this, using the "PAIN87.wav" sound (same as use-fail I mentioned.) I've zoomed in considerably to the very beginning of the file in ...
- Fri Oct 09, 2020 1:46 pm
- Forum: Gameplay Mods
- Topic: [RELEASE] DN3DooM - update v.1.08c
- Replies: 350
- Views: 97864
Re: [RELEASE] DN3DooM - update v.1.06
Loving this mod, especially after the re-tweaking of enemy damage. Some of the new features are really cool. One major issue I have not seen brought up however is a lot of sounds do not start with zero-crossing in mind which is VERY harsh on the ears on a lot of setups. Many sounds including Duke's ...
- Wed May 06, 2020 12:48 am
- Forum: Abandoned/Dead Projects
- Topic: Doom Tournament [1.2]
- Replies: 323
- Views: 120640
Re: Doom Tournament [1.1.2]
I didn't see anyone point out but as cool as the icedeath implementation is, it often crashes the game when an iced player is shattered at current. This happens in Stinger_M too of course since it's dependant on Flak_M and has the new icedeath implementation present as well. Sometimes it tosses out ...
- Fri Oct 18, 2019 5:56 pm
- Forum: Abandoned/Dead Projects
- Topic: Doomreal [1.2]
- Replies: 140
- Views: 85806
Re: [RC4] Doomreal
I am unsure how compatible this mod is intended to be with Heretic, though I did notice some items (specifically the AllMap) shows as a classic ZDoom error during gameplay-- it appears to be directing to an outdated Allmap entity that doesn't exist? This could just be me reading too much into a ...
- Sat Oct 12, 2019 2:03 pm
- Forum: Abandoned/Dead Projects
- Topic: Doomreal [1.2]
- Replies: 140
- Views: 85806
Re: [RC3] Doomreal
A few things I've noticed, Picking up the new armor bonus item seems to reveal the map for some reason, as if you're picking up the automap. Sometimes certain mobs (may be a custom mob thing specifically though) will explode from stinger rounds continuously on death, clearly much longer than ...
- Wed Oct 02, 2019 3:58 pm
- Forum: Abandoned/Dead Projects
- Topic: Doomreal [1.2]
- Replies: 140
- Views: 85806
Re: [Beta] Doomreal
Regarding bugs: Sometimes the Flamethrower seizes up it's state and you can't change weapons... Seems to get caught in some kind of loop when using the altfire and not charging fully. If you drop the weapon during this period the game hard crashes from my experience. Sometimes abruptly during play ...
- Fri Sep 27, 2019 5:22 pm
- Forum: Abandoned/Dead Projects
- Topic: Doomreal [1.2]
- Replies: 140
- Views: 85806
Re: [Beta] Doomreal
This is really incredible stuff! It's amazing to see my favorite arsenal (and other features) incorporated into Doom at last. Great work, Marisa! :D I also agree, the '95 Unreal tune is incredible. I remember when I found it ages ago I used to get goosebumps at that climactic bridge near mid-portion ...