Search found 133 matches
- Wed Jun 07, 2023 1:43 pm
- Forum: Graphic/Audio Patches
- Topic: [1.2] Now That's What I Call Doom Music - Replacement Packs
- Replies: 10
- Views: 11381
Re: [1.2] Now That's What I Call Doom Music - Replacement Packs
I haven't downloaded this yet but im always open for new music replacer tracks. Are these mostly midi remixes or recorded instrumentals? Woah I super missed this! Sorry. There are both, I believe. Though maybe some of them sound midi but are actually recordings of the midis? I'm not sure. But it is ...
- Sat Jul 16, 2022 5:50 pm
- Forum: Graphic/Audio Patches
- Topic: [1.2] Now That's What I Call Doom Music - Replacement Packs
- Replies: 10
- Views: 11381
Re: [1.2] Now That's What I Call Doom Music - Replacement Pa
Updated with a separate Plutonia pack, because those tracks are set up in a special way. If people were downloading these packs for Plutonia, then they've gotten the wrong arrangement of songs for almost seven years!
I have finally made amends.

I have finally made amends.
- Tue Oct 12, 2021 2:56 pm
- Forum: Gameplay Mods
- Topic: [v0.4 BETA Update] Doom Fighters
- Replies: 45
- Views: 23782
Re: [BETA Release] Doom Fighters
Neat! I've thought a lot about a project like this myself. I won't bore anyone with the details. But I will say that it'd be cool if the enemies got reworked to be more melee-oriented themselves. I bet a chaingunner would have a mean right hook.
- Mon May 16, 2016 1:15 pm
- Forum: Off-Topic
- Topic: The Official ZDF New Doom Thread
- Replies: 453
- Views: 25009
Re: The Official ZDF New Doom Thread
Am i the only one who thinks a Metroid game using this engine would look and play amazing? Man, especially once you got the double jump, a lot of the more exploratory moments in the game really made me think of the metroid prime games. Like, real hard. Chances are we'll never get anything like ...
- Tue Jan 05, 2016 7:04 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [g2.1pre-1436-gc8810db] Bug: A_CheckLOF pitch reversed
- Replies: 6
- Views: 572
Re: [2.7.1] Bug: A_CheckLOF null target pitch is reversed
Does this still happen with a recent devbuild? 2.7.1 is 2.5 years old already so it might have been fixed in the mean time. Uh... hrm, actually I'm not sure now. I just realized I'm using gzdoom g2.1 pre-1436-gc8810db from Dec 25 2015. I don't know what version of ZDoom that's using or is based on ...
- Tue Jan 05, 2016 6:28 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [g2.1pre-1436-gc8810db] Bug: A_CheckLOF pitch reversed
- Replies: 6
- Views: 572
[g2.1pre-1436-gc8810db] Bug: A_CheckLOF pitch reversed
Simply put, if A_CheckLOF has a null target, then it seems to reverse the pitch of the calling player actor (haven't tried non-player actors) when getting the pitch for the LOF check. So if you aim up, A_CheckLOF will look down, and vice versa. There is a work-around. Because you're forced to use ...
- Fri Jan 01, 2016 12:25 pm
- Forum: Editing (Archive)
- Topic: HELP - Emulating Hexen Melee
- Replies: 1
- Views: 304
Re: HELP - Emulating Hexen Melee
Okay so I've been messing with this, and here's what I have so far. Here's the DECORATE stuff: //****** // FIST //****** Actor DHPunchPuff { +NOBLOCKMAP +NOGRAVITY +PUFFONACTORS RenderStyle Translucent Alpha 0.6 SeeSound "FighterPunchHitThing" AttackSound "FighterPunchHitWall" VSpeed 1 States ...
- Thu Dec 31, 2015 9:41 pm
- Forum: Editing (Archive)
- Topic: HELP - Emulating Hexen Melee
- Replies: 1
- Views: 304
HELP - Emulating Hexen Melee
So, I'm getting back into modding because I wanted to mess around with the weapons and classes in Hexen. I figured I'd start with the Fighter's humble fists, by dividing the "jabs" and the third "strong" punch into primary and secondary fire, respectively. In doing this, I want to emulate the actual ...
- Thu Dec 31, 2015 12:50 pm
- Forum: Graphic/Audio Patches
- Topic: [1.2] Now That's What I Call Doom Music - Replacement Packs
- Replies: 10
- Views: 11381
Re: [1.01] Now That's What I Call Doom Music - Replacement P
Updated with Xeotroid and Lorcan music.
- Thu Dec 31, 2015 10:55 am
- Forum: Graphic/Audio Patches
- Topic: [1.2] Now That's What I Call Doom Music - Replacement Packs
- Replies: 10
- Views: 11381
Re: Now That's What I Call Doom Music
Cool, great suggestions people. I shall actually get right to work on it. Neurological made a couple of remixes of both Doom 1 and Doom 2's music, under the album name (i think it's an album name, anyway?) Hell On Earth Sound. links to all of the MP3s seems to be down since i can't find the website ...
- Wed Dec 30, 2015 2:02 pm
- Forum: Graphic/Audio Patches
- Topic: [1.2] Now That's What I Call Doom Music - Replacement Packs
- Replies: 10
- Views: 11381
Re: Now That's What I Call Doom Music
Oh yeah, I saw your thread when I was looking to see if somebody else had done this already. I'll throw them in.Xeotroid wrote:Hey, if you want, you can add my covers there, too.
http://forum.zdoom.org/viewtopic.php?f=19&t=48937
- Sun Dec 27, 2015 5:37 pm
- Forum: Graphic/Audio Patches
- Topic: [1.2] Now That's What I Call Doom Music - Replacement Packs
- Replies: 10
- Views: 11381
[1.2] Now That's What I Call Doom Music - Replacement Packs
https://imgur.com/cOCJI5A Overview Alright, so long story short: I put together a simple collection of zip files, and each one contains a collection of wads that can be used to replace the music in Doom, Doom 2, Final Doom, Heretic, and Hexen with remixes, re-arrangements, and updated scores from ...
- Sun Oct 23, 2011 4:34 pm
- Forum: Abandoned/Dead Projects
- Topic: Brütal Doom v0.18
- Replies: 6768
- Views: 808244
Re: Brutal Doom v0.12: Oh yes... there will be more blood!
Well, getting hit by a bit of splash damage if you shoot a wall that's right in front of you isn't really a big problem at all. It just makes you be a bit more careful of walls is all. I haven't had a problem with it, which makes me like the feature because its minor enough of a consideration to be ...
- Sat Oct 22, 2011 10:38 pm
- Forum: Abandoned/Dead Projects
- Topic: Brütal Doom v0.18
- Replies: 6768
- Views: 808244
Re: Brutal Doom v0.12: Oh yes... there will be more blood!
If he's going to remove the splash damage of the plasma bolts, then he might as well remove the splash damage of the bullets. Well he just needs to get rid of (or tone WAY down) the splash damage of plasma bolts when they hit enemies. It can stay the way it is on walls. I just want to be able to ...
- Sat Oct 22, 2011 9:22 am
- Forum: Abandoned/Dead Projects
- Topic: Brütal Doom v0.18
- Replies: 6768
- Views: 808244
Re: Brutal Doom v0.12: Oh yes... there will be more blood!
When using this mod, I put in the cheat code to get all weapons. What I ended up with was a few "weapons" that looked like me holding zombies and imps in arm locks while firing over their shoulder. So, whats up with that? That'd be fun to do, using some enemies as meat shields. And yes beating other ...