Search found 32 matches

by Jayrassic Park
Sun Mar 05, 2023 4:37 am
Forum: Gameplay Mods
Topic: Inferno Suture - Burn
Replies: 23
Views: 12198

Re: Inferno Suture - Burn

Man, I love Death Grips. I feel like Slamfire's Lockbreaker either needs to charge faster, or needs to have a longer range to compensate for the slow charge rate. I haven't found much use for it, but granted, I haven't cracked a Baron of Hell with it yet. The PDW and its altfire are (in my opinion ...
by Jayrassic Park
Sun Mar 05, 2023 4:33 am
Forum: Gameplay Mods
Topic: Gardevoir Has A Gun: Version 1.4 [06MAR2023] Gardevoir Day Update!
Replies: 86
Views: 75465

Re: Gardevoir Has A Gun: Version 1.3 [20MAY2022]

Not sure if this is an issue with the latest SVN (March 4th), but alt fire does not work with three pistols. I hear a clicking noise, as if they were empty. As much as I love the Super Shotgun, it's super OP here, and even with multiple Winchesters, I see it as a straight upgrade to the default SS ...
by Jayrassic Park
Fri Nov 06, 2020 2:41 am
Forum: TCs, Full Games, and Other Projects
Topic: Abysm 2: Infernal Contract -4th ANNIVERSARY EDITION v1.4- Action RPG - TC
Replies: 111
Views: 41524

Re: Abysm 2: Infernal Contract -RELEASED! v1.2 - Action RPG

So far, I'm liking how it's Abysm, but doubled of everything - weapons feel nice, and it feels like it has a stronger, more polished focus than Abysm 1.

Gonna be That Guy, but:

When talking to Burton about the Mystic, "she you're gal" should be "she's your gal."
by Jayrassic Park
Tue Oct 27, 2020 10:16 pm
Forum: Abandoned/Dead Projects
Topic: [WIP][Horror] Divine Frequency (Demo Updated)
Replies: 175
Views: 83981

Re: [WIP][Experimental Horror] Divine Frequency

Just gonna say that I really love the meaty lo-fi aesthetic (pun not intended), and I personally don't mind the horror trappings (The Suffering did that really well while still being action-packed). Looking forward to Halloween.
by Jayrassic Park
Sun Oct 11, 2020 1:46 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1705433

Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Yeah, I suggest spawning one. I've never had issues with it against my Super Machinegun, for what it's worth, but then again, I don't have an issue with most things when I have a Super Machinegun. Anyway, bug report(?): I don't know if it's intended, but when the cartoon whistling sound effect plays ...
by Jayrassic Park
Sun Oct 04, 2020 6:47 pm
Forum: Abandoned/Dead Projects
Topic: Guncaster Vindicated 3.4.6
Replies: 360
Views: 171159

Re: Guncaster Vindicated 3.3.5

Really weird edgecase bug, but in Heretic E1M2 (edit: and every level afterwards), switches that are sunken into the wall (I don't know how to really describe it) will occasionally trigger a really weird ledge grab: https://imgur.com/a/FhyTHdZ The best I can describe it is that it thinks the switch ...
by Jayrassic Park
Tue Sep 15, 2020 6:48 pm
Forum: TCs, Full Games, and Other Projects
Topic: SHRINE - A Total Conversion Mod for Doom 2
Replies: 23
Views: 12412

Re: SHRINE - A Total Conversion Mod for Doom 2

Just letting you know this error happened when fighting the boss in Ward of the Damned:

https://imgur.com/a/TnpCeJk

In addition, I was easily able to stunlock the boss's second phase with the Hivehand.
by Jayrassic Park
Sat Sep 12, 2020 5:41 am
Forum: Abandoned/Dead Projects
Topic: [1.3 WIP] Codename: DEMOLITIONIST
Replies: 497
Views: 188348

Re: [WIP] SWWM GZ ~ Cute robutt whomst loves to explode demo

That... makes no sense. This error would mean that the secondary ammo doesn't exist... when it should, at all times, even if not carrying any. Something's definitely fishy here. Gonna need a full list of the mods you loaded. Edit: Look, I'm getting the idea here, knowing your previous report. What ...
by Jayrassic Park
Fri Sep 11, 2020 11:43 pm
Forum: Abandoned/Dead Projects
Topic: [1.3 WIP] Codename: DEMOLITIONIST
Replies: 497
Views: 188348

Re: [WIP] SWWM GZ ~ Cute robutt whomst loves to explode demo

Got another crash, this time as I was pulling out the JET. Also on Ganymede Base.

by Jayrassic Park
Wed Sep 09, 2020 6:45 pm
Forum: TCs, Full Games, and Other Projects
Topic: SHRINE II - A Total Conversion Mod for Doom 2
Replies: 15
Views: 8659

Re: SHRINE II - A Total Conversion Mod for Doom 2

Minor, but when picking up the Time Clock, "it's" should be "its". So far, I'm liking it better than Shrine 1, though I wish the crossbow had a piercing attack and the Hiveslayer looked more grotesque. Edit: Just letting you know this error happened when fighting the boss in Ward of the Damned:https ...
by Jayrassic Park
Wed Sep 02, 2020 12:40 am
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 416870

Re: MetaDoom v666 "Titan" (Dev Blog! p118)

No prob - I did notice the 'shooting into the sky causes a long recharge', but I honestly thought that was a feature meant to punish spamming meathook. :V

Might not be a perfect solution, but if an enemy pulls someone into a teleport line, maybe make it so that switching to another weapon breaks it?
by Jayrassic Park
Tue Sep 01, 2020 9:49 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 416870

Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Used the latest devbuild on the latest SVN and I noticed that the meathook seemed to stick to walls at random. Fired up Plutonia Experiment and the walls with the Imps overlooking the Blue Key could be attached to, but only if the imps were alive. I'm certain the meathook didn't hit them, but I wasn ...
by Jayrassic Park
Tue Sep 01, 2020 4:41 am
Forum: Gameplay Mods
Topic: Hearts of Demons - BARON [1.1.0] 7/29/22
Replies: 510
Views: 163286

Re: Hearts of Demons - BARON [0.9.5] 1/22/20

Agreed. The Azazel had no point to it after after you get everything else in the arsenal, except maybe having missiles on rapid fire. Half the spells I also did not use because they were either so situational, or weren't much more useful than spamming rockets.
by Jayrassic Park
Sat Aug 29, 2020 7:02 pm
Forum: TCs, Full Games, and Other Projects
Topic: SHRINE - A Total Conversion Mod for Doom 2
Replies: 23
Views: 12412

Re: SHRINE - A Total Conversion Mod for Doom 2

At the risk of thread necromancy, I have to say - Sinners are an extremely unfun and uninteresting gimmick to try and get me through the later levels as fast as possible. They deal way too much damage and are in far too many wide-open spaces. Even DooMRLA's Hungries stopped after a while. The art ...
by Jayrassic Park
Fri Aug 28, 2020 12:19 am
Forum: Abandoned/Dead Projects
Topic: [1.3 WIP] Codename: DEMOLITIONIST
Replies: 497
Views: 188348

Re: [WIP] SWWM GZ ~ Cute robutt whomst loves to explode demo

Got a crash while reloading the JET on Ganymede Base for Ultimate Doom:

https://imgur.com/L1CejsH

This might just be because I'm using the latest GZDooM SVN, though.

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