Search found 9 matches

by JustSomeGuy
Sat Dec 08, 2018 6:06 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Old Flying Physics for DOOM/BOOM Compatibility
Replies: 38
Views: 6291

Re: Old Flying Physics for DOOM/BOOM Compatibility

Genuinely excited for this change to happen. This non-boom behavior made aiming at flying enemies very awkward in rooms with high ceilings. Hope this compatibility option gets implemented soon.
by JustSomeGuy
Tue Jan 30, 2018 4:51 am
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1093533

Re: Hideous Destructor [Release version 3.2.5]

Personally I wasn't a big fan of the yokai. They were really annoying and having to wait for them to show back up was kind of a pain. They always felt out of place for this mod imo.
by JustSomeGuy
Mon Jan 29, 2018 5:23 am
Forum: General
Topic: Soundfont discussion
Replies: 41
Views: 12020

Re: Soundfont discussion

Using the FluidSynth->"Select Configuration" option in the sound menu to change soundfonts appears to be broken for me in the latest gzdoom.

The error message is "Invalid command for menudef/zscript: fluid_patchset C:/Doom/SF/test.sf2"
Does anybody else have this issue?
by JustSomeGuy
Thu Jan 18, 2018 2:09 pm
Forum: Gameplay Mods
Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Replies: 2008
Views: 670129

Re: Smooth Doom

Really like the improved vanilla feel of this mod. Great job :) The only issue I have with it is that I've been getting some pretty heavy performance hits when certain enemies are gibbed. The biggest offender that I noticed was a Mancubus getting hit by a rocket and triggering the gorier death ...
by JustSomeGuy
Fri Jan 05, 2018 11:47 am
Forum: Gameplay Mods
Topic: Complex DooM (UPDATED 10/01/22)
Replies: 117
Views: 141636

Re: OFFICIAL Complex DooM Thread (Nov 26 Hotfix)

Enjoying the new version so far but in my opinion the grenade trajectory was a lot better in v26. In v27 the grenade feels really uncontrollable like its being thrown at full force. As a result it often flies over enemies heads if they stand a bit closer to the player. The only way to stop this from ...
by JustSomeGuy
Sun Dec 31, 2017 8:18 am
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1093533

Re: Hideous Destructor [Release version 3.2.4.1]

I noticed the fall damage being very inconsistent. Falling from the same ledge/height can drop you down to 20% or just not do anything. It seems to have to do with the characters movement speed as far as I can tell. Walking over the edge is usually a lot more fatal than running over the edge at full ...
by JustSomeGuy
Sat Dec 30, 2017 5:04 am
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1093533

Re: Hideous Destructor [Release version 3.2.4.1]

Thanks so much for adding this :) Time to sink all my free time into this great mod.
Just a small bugfix, hd_zoom is defined as hdzoom instead in the keyconf.
by JustSomeGuy
Fri Dec 29, 2017 3:30 am
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1093533

Re: Hideous Destructor [Release version 3.2.4.1]

Think I would much prefer the option to bind my own zoom key instead of having the game dictate for me when the zoom is active.
It just feels really unnatural if the player has no full control over whether he looks through a telescopic sight or not.
by JustSomeGuy
Wed Dec 27, 2017 11:26 am
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1093533

Re: Hideous Destructor [Release version 3.2.4.1]

Just picked this mod up for the first time. It's a lot of fun so far and I'm looking forward to future releases :) One thing that's bugging me a bit is the fact that you can't toggle/disable the scope-view on the assault rifles. It just obstructs such a huge part of the field of view and makes using ...

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