Search found 154 matches
- Sat May 23, 2015 3:18 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548308
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
In line with my suggestions about culling monsters after a certain point. I have also noticed if you put the monpop% high enough all the monsters spawn 'ontop' of each other and thus can't move or attack. Which I am pretty sure is not intentional. I don't know if it was mentioned before, I did not ...
- Sun May 17, 2015 12:10 pm
- Forum: General
- Topic: The biggest problem with Doom for newer generations
- Replies: 27
- Views: 2654
Re: The biggest problem with Doom for newer generations
The real question here is, why is the computer map in the video flat? I always imagined the computers in doom that reveal the map to be basically big CRT monitors you picked up. Lol. However, in the video it is flat. Are they supposed to be flat? Has my life in this issue been a lie all along?
- Sun May 17, 2015 2:38 am
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548308
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Triple S wrote:They are saying they'd like the ability to set a numerical cap, so that it only culls monsters when above a specific count, down to that specific count.Blue Shadow wrote:There is already an option for that.
This.
- Sat May 16, 2015 12:46 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548308
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Suggestion: An option to set monsters population based on the amount of monsters in a map. Say, a map loads that has 2000, this system would kick and lower the monster % until the monster count drops to below what ever the user set. So, in the difficult menu you could have a slider "Max Monsters ...
- Sat May 16, 2015 6:06 am
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548308
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Ah, I ignored that box.
- Thu May 14, 2015 3:19 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548308
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Just one question. What the fuck? I am playing along picking flowers and smelling the fresh air doop dee doo. I see a big button that says exit map. I press it. Suddenly, a SHITSTORM so powerful that I get telefragged by the shear tetris-tight arrangement of mobs that spawns in. Literally every ...
- Sun Oct 19, 2014 10:48 am
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 669416
Re: Smooth Doom (SEVEN-SIX-TWO MILLIMETER!)
It was a week ago... heh. Does zDoom update that fast? I'll try getting the latest from the SVN.
Edit: Yep, my zdoom was out of date. Wow, it updates often.
Edit: Yep, my zdoom was out of date. Wow, it updates often.
- Sat Oct 18, 2014 9:16 am
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 669416
Re: Smooth Doom (SEVEN-SIX-TWO MILLIMETER!)
Got one of these guys when running it with zdoom and gzdoom.
Code: Select all
Execution could not continue.
Script error, "SmoothDoom.pk3:deco/monsters/zombieman.txt" line 23:
Unexpected token string constant "CasingToggle"
- Sun Oct 12, 2014 8:54 am
- Forum: Abandoned/Dead Projects
- Topic: ÆoD (6.06.02 (03-14-16))
- Replies: 3696
- Views: 471232
Re: ÆoD (patch 6.02 (01-22-12))
Is it just me or are player classes no longer a thing? I see no option to change them anywhere in the options menu. I am using the version posted 2 posts above this post.
- Sat Feb 11, 2012 5:08 pm
- Forum: Abandoned/Dead Projects
- Topic: ÆoD (6.06.02 (03-14-16))
- Replies: 3696
- Views: 471232
Re: ÆoD (patch 6.02 & Portal Contest (01-22-12))
Whether I watch the ammo or not is irrelevant, it shouldn't switch me to the knife if I run out. Sometimes I have one shot left, I use it and it sends me to slot 1 again. Other times the gun takes an uber amount of ammo and I don't know if its enough [since there is no gun guide for this game] so ...
- Sat Feb 11, 2012 11:57 am
- Forum: Abandoned/Dead Projects
- Topic: ÆoD (6.06.02 (03-14-16))
- Replies: 3696
- Views: 471232
Re: ÆoD (patch 6.02 & Portal Contest (01-22-12))
Might not be the right place, but how do I turn off weapon switching when I run out of ammo? I really hate [and die] most of the time because in the middle of a fight my guy suddenly puts his weapon away and pulls out a knife.. WTF?! I would rather stop shooting then switch back to knife, and I ...
- Fri Feb 03, 2012 6:31 pm
- Forum: Abandoned/Dead Projects
- Topic: ÆoD (6.06.02 (03-14-16))
- Replies: 3696
- Views: 471232
Re: ÆoD (patch 6.02 & Portal Contest (01-22-12))
Real men beat nightmare mode with the knife only.
- Mon Jan 23, 2012 5:14 pm
- Forum: Abandoned/Dead Projects
- Topic: ÆoD (6.06.02 (03-14-16))
- Replies: 3696
- Views: 471232
Re: ÆoD (patch 6.02 & Contest (01-22-12))
Is there any easy way of getting certain mobs to never spawn? I was thinking of just commenting them out with slumped, but I am not sure what kind of damage that can cause.
- Sun Jan 22, 2012 2:13 pm
- Forum: Abandoned/Dead Projects
- Topic: ÆoD (6.06.02 (03-14-16))
- Replies: 3696
- Views: 471232
Re: ÆoD (patch 6.01 and Effect choker 01-08-12)
I don't know if this is AeoD related or not.. but here goes.
I am playing Plutonia 2 and I am not sure if these black walls are be design.. or if I am missing textures?

I am playing Plutonia 2 and I am not sure if these black walls are be design.. or if I am missing textures?

- Sat Jan 21, 2012 1:05 pm
- Forum: Abandoned/Dead Projects
- Topic: ÆoD (6.06.02 (03-14-16))
- Replies: 3696
- Views: 471232
Re: ÆoD (patch 6.01 and Effect choker 01-08-12)
It is loaded after.
If I pick a monster theme or game theme.. how do I switch back to the defaults?
If I pick a monster theme or game theme.. how do I switch back to the defaults?