Search found 149 matches

by thedeathrunner123
Sat Sep 23, 2023 5:27 am
Forum: Gameplay Mods
Topic: Relighting v4.0165b - blurry shadows w/ rlassets
Replies: 596
Views: 149608

Re: Relighting v4.0165b - blurry shadows w/ rlassets

Is there any optimal settings to use with this? Shadows seem super funky to me. I wanna pair this with dark doom to give maps just that little more flair but I just cant seem to get the shadows to not look horrible or do weird things.
by thedeathrunner123
Sat Nov 19, 2022 12:07 pm
Forum: Gameplay Mods
Topic: [Add-On] Brutal Trailblazer: Razing Hell
Replies: 44
Views: 22051

Re: [Add-On] Brutal Trailblazer: Razing Hell

I seem to be having the same issue with the barrels and any change to the load order (and loading it all correctly) still doesn't fix it. They keep spewing blue particles and destroyed barrel pieces rather than sludge particles.
by thedeathrunner123
Mon May 23, 2022 2:07 pm
Forum: Gameplay Mods
Topic: Brutal Doom Platinum v3.1 release! GZ focused Brutal Fork!
Replies: 145
Views: 158123

Re: Brutal Doom Platinum v3.0 release! GZ focused MEATHOOK

Looks great!
That is until I saw tilt was integrated, meaning my go-to camera mod immerse will now conflict with it...
by thedeathrunner123
Sat Mar 05, 2022 9:25 am
Forum: Gameplay Mods
Topic: Brutal Doom Platinum v3.1 release! GZ focused Brutal Fork!
Replies: 145
Views: 158123

Re: Brutal Doom Platinum v2.0 release! GZ focused brutal for

The sigils are cool. I really like them, but I think the demon protection sigil and the power armor which are the same thing are over powered. They are permanent and after using one picking up another is useless. Maybe have a limited number of recharges, say 10 for example? The difference is Energy ...
by thedeathrunner123
Fri Feb 11, 2022 5:31 pm
Forum: Gameplay Mods
Topic: Brutal Doom Platinum v3.1 release! GZ focused Brutal Fork!
Replies: 145
Views: 158123

Re: Brutal Doom Platinum v2.0 release! GZ focused brutal for

Removing the FP executions was pointless after the rework. Melee felt great with them when mixing with fatalities, without them it feels much blander. Ntm the work put into them was great, all the animations look wonderful and now that's just wasted potential.
by thedeathrunner123
Sat Jan 08, 2022 2:26 pm
Forum: Gameplay Mods
Topic: Building Better Binoculars
Replies: 1
Views: 1165

Re: Building Better Binoculars

Now all we need is a far cry 3 style tag system and 6's analysis type shit to go along with this.
by thedeathrunner123
Mon Dec 27, 2021 2:38 pm
Forum: Gameplay Mods
Topic: [v1.0.0] Psychic -- HEY LOOK ITS RELEASED NOW
Replies: 607
Views: 174846

Re: [v1.0.0] Psychic -- HEY LOOK ITS RELEASED NOW

Ah a release of this mod finally? And on my birthday no less that's amazing!
by thedeathrunner123
Thu Nov 25, 2021 4:28 pm
Forum: Gameplay Mods
Topic: [v0.5.0] Ultimate Custom Doom
Replies: 49
Views: 54098

Re: [v0.5.0] Ultimate Custom Doom

Just tried loading .5.0 and it seems once it loads in it makes an armor shard pickup sound and then freezes. If left for too long it freezes my entire PC. Dunno what is happening.
by thedeathrunner123
Wed Oct 27, 2021 3:21 pm
Forum: Gameplay Mods
Topic: Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)
Replies: 226
Views: 89926

Re: Metroid: Demon Hunter - 1.5d Release! (11/24/19)

Is this still being actively developed/slowly worked on or is this mod dead?
by thedeathrunner123
Mon Aug 30, 2021 11:05 am
Forum: Abandoned/Dead Projects
Topic: [1.3 WIP] Codename: DEMOLITIONIST
Replies: 497
Views: 188736

Re: [1.0.9] SWWM GZ: Cute robutt whomst love to explode demo

Big issue Ive noticed with models in GZDooM, for me they are all flat. Noticed this with the Cars in Reelism 2 and now the guns and pickups in this. They work fine in Vulkan render, but with OpenGL they are flat and stuttery. But then when using Vulkan my screen is faded and dark. EDIT: Fixed the ...
by thedeathrunner123
Wed Apr 28, 2021 10:39 am
Forum: Gameplay Mods
Topic: Re: Combined_Arms v2.3: Reloaded edition! (last post here 4-18-23)
Replies: 182
Views: 128606

Re: Combined_Arms v2.0: Reloaded edition! (update 4-28-21)

When playing with gore mods like NashGore or BD mons, the crissword is broken and shows a gib pile instead.
by thedeathrunner123
Sat Apr 24, 2021 7:49 am
Forum: Gameplay Mods
Topic: Infinite backpack doubler v2
Replies: 16
Views: 11322

Re: Infinite backpack doubler v2

Mods with reloading, like Brutal DooM or Project Brutality, will have the magazine cap forever increased along with max ammo. While this doesnt break much, it does make it so you get an extra bullet that isnt intended sometimes. While this is helpful, it also fucks with reloads on certain weapons ...
by thedeathrunner123
Sat Mar 20, 2021 9:14 pm
Forum: Gameplay Mods
Topic: [1.9a] Insanity's Requiem Mk.2 | Updated Credits.
Replies: 592
Views: 130703

Re: [1.9a] Insanity's Requiem Mk.2 | Updated Credits.

Yo the discord link is dead. If you could post a new one that'd be dope.
by thedeathrunner123
Sat Feb 27, 2021 10:06 pm
Forum: Gameplay Mods
Topic: Hellrider v0.9c - Swift Demon Killing! (28-04-21)
Replies: 237
Views: 166181

Re: Hellrider v0.9a - Swift Demon Killing!

One thing I will say, the Slide is okay for movement (could be either slightly faster or slightly longer). It is horrendous for damage though, doing only about 10-15 per slide. 3 slides needed to kill even a basic imp. The axes range makes it kinda unwieldy in tense situations as well.
by thedeathrunner123
Fri Feb 26, 2021 1:24 pm
Forum: Gameplay Mods
Topic: Hellrider v0.9c - Swift Demon Killing! (28-04-21)
Replies: 237
Views: 166181

Re: Hellrider v0.9a - Swift Demon Killing!

YeeTee2 wrote:Question: Power Fantasy?
Kinda. The mod is still well balanced, but if you play well enough/careful enough you could finish an entire map taking very minimal-no damage. If you go full guns blazing, you will take a lot more damage, but also deal a lot more.

Go to advanced search