I have one question: do I understand correctly that for now, the secondary tier has no effect on the loot dropped from monsters?
I mean, from the regular green and ultra green zombies, for example, falls the same thing, right to the same amount?
Search found 50 matches
- Mon Apr 22, 2024 4:49 am
- Forum: Gameplay Mods
- Topic: (CH+) Colourful Hell Plus! Pre-release 4 (Woah!)
- Replies: 41
- Views: 18909
- Mon Aug 14, 2023 5:07 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: DOOM Infinite - [DEMO 0.978.5]
- Replies: 25
- Views: 34617
Re: DOOM Infinite - [DEMO 0.978.3]
On game start:
VM execution aborted: array access out of bounds. Size = 8, current index = 8
Called from InfiniteHUD.Init at DOOM Infinite DEMO 0_987_3.pk3:zscript/system/zhud.zsc, line 77
- Sun Nov 13, 2022 7:23 am
- Forum: Gameplay Mods
- Topic: [DeusDoom: Weapons] adding Deus Ex weapons to Doom
- Replies: 72
- Views: 23666
Re: [DeusDoom: Weapons] adding Deus Ex weapons to Doom
The idea is good, but its implementation... Mod as a whole at the moment very poorly optimized. Even at not very large levels with the number of monsters around 150 game starts to lag. Starter weapons are almost useless even at early levels. Gun sight is very long reducible, the monster has time to ...
- Fri Oct 21, 2022 4:39 pm
- Forum: Gameplay Mods
- Topic: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading
- Replies: 753
- Views: 162931
Re: [0.9.4] Gun Bonsai -- everything-compatible weapon upgrading
The submunitions need to be reworked. Not only is it imbalanced because of the chain reaction, but it eats frames instead of breakfast when there are too many orbs. Ideally, the orbs should only fall out of the monster when the player kills it.
- Sun Oct 09, 2022 12:29 pm
- Forum: Abandoned/Dead Projects
- Topic: [1.3 WIP] Codename: DEMOLITIONIST
- Replies: 497
- Views: 188521
Re: [1.2.31] Codename: DEMOLITIONIST
Yeah, it's bad that the different ammo thing will be removed in the future. It was one of the things that attracted me to this mod, because it was not a trivial switch of shooting modes, as in Project brutality. Looks like I'll have to keep staying with version 1.2.21.
- Mon Oct 03, 2022 6:57 am
- Forum: Gameplay Mods
- Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
- Replies: 1187
- Views: 461034
Re: [4.1] Corruption Cards - Choose cards that alter your game!
I have a question: is it possible to do that cards are not issued at the beginning of the level, but dropped out of the monsters with a chance that depends on their HP?
- Mon Sep 19, 2022 10:59 am
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5356
- Views: 688924
Re: ZDoom project ideas you have
A mod that allows you to combine weapon modes on the same principle as in Magicka a spell is assembled from individual elements. If that's even possible.
- Fri Sep 16, 2022 7:22 am
- Forum: Gameplay Mods
- Topic: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading
- Replies: 753
- Views: 162931
Re: [0.9.2] Gun Bonsai -- everything-compatible weapon upgrading
When playing with the mod Corruption Cards game crashes with the following error message: VM execution aborted: tried to read from address zero. Called from CCards_Actor_ThornsTotemBuff.ModifyDamage at CorruptionCards-v4.0.pk3:zscript/corruptioncards/cards/totems.zscript, line 311 Called from TFLV ...
- Tue Aug 09, 2022 6:45 pm
- Forum: Gameplay Mods
- Topic: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading
- Replies: 753
- Views: 162931
Re: [0.8.5] Gun Bonsai -- everything-compatible weapon upgrading
There should be some sort of automatic randomizer for upgrades, because sometimes the player gets a lot of experience abruptly and it takes a long time to buy upgrades manually. As an example, extinguishing fires with an ice cannon in Metroid Doom. I had enough experience for about 50 upgrades after ...
- Wed Jul 20, 2022 4:39 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1087466
Re: Hideous Destructor 4.7.1c
When is HD 4.8 coming out approximately? Or is it better to wait for the update for gzdoom 4.9?
- Sat Jun 04, 2022 9:45 am
- Forum: Abandoned/Dead Projects
- Topic: [1.3 WIP] Codename: DEMOLITIONIST
- Replies: 497
- Views: 188521
Re: [1.2.21] Codename: DEMOLITIONIST
Need a patch for compatibility with the Sentinel's Lexicon mappack.
- Mon May 16, 2022 10:40 am
- Forum: Gameplay Mods
- Topic: O.G.R. Doom
- Replies: 9
- Views: 3615
Re: O.G.R. Doom
How do I take items out of a monster's inventory? I've already tried all the buttons - it doesn't work.
- Mon Feb 28, 2022 5:39 am
- Forum: Gameplay Mods
- Topic: Doom Shinobi Update v.101 (04/03/2022)!!!
- Replies: 30
- Views: 10013
Re: Doom Shinobi Release (13/02/2022)!!!
Looks like a mix between Ninja Gaiden, Naruto and Tenchu.
- Sun Feb 20, 2022 6:37 am
- Forum: Gameplay Mods
- Topic: Lost Junker v6.2 - Roguelike Stalker/Post-Apocalypse Mod
- Replies: 72
- Views: 26692
Re: Lost Junker v3 - A Roguelike Stalker/Fallout Mod
Mod is good, very pleased that the monsters from Colourfull Hell have new skins ( unfortunately not all of them). I wonder if with other similar mods, like Shades of Doom, it will also work. Among the cons - very poor optimization and randomly spawning scenery that sometimes appear in front of or ...
- Mon Feb 07, 2022 8:21 am
- Forum: Gameplay Mods
- Topic: Feet On The Ground - A Hardcore Mod 0.0.8b - Oct 14, 2024
- Replies: 72
- Views: 37603
Re: Feet On The Ground - A Hardcore Mod 0.0.2 - 1/25/2022
No, I was starting a new game.Brohnesorge wrote:Keldian wrote:Cannot pickup weapons after update.
I'm assuming you loaded a save game. The update broke saves, so you will need to start over on any ongoing games you had.