Search found 149 matches
- 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.
- 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.
- 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...
That is until I saw tilt was integrated, meaning my go-to camera mod immerse will now conflict with it...
- 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 ...
- 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.
- 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.
- 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!
- 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.
- 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?
- 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 ...
- 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.
- 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 ...
- 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.
- 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.
- 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!
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.YeeTee2 wrote:Question: Power Fantasy?