Search found 14 matches
- Wed Jan 26, 2022 7:30 pm
- Forum: Abandoned/Dead Projects
- Topic: [WIP][Horror] Divine Frequency (Demo Updated)
- Replies: 175
- Views: 85567
Re: [WIP][Horror] Divine Frequency (Demo Updated)
I've just come back to this mod after having played the original Demo, where I defeated War's Anatomy before probably getting distracted by something else. The changes I'm seeing from last time are all pretty good, and I dig the aesthetic and atmosphere in general. The only game that's ever freaked ...
- Wed Nov 24, 2021 3:56 pm
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 652576
Re: (V1.05 Page50) Ashes Afterglow TC
I've just reached the Botanical Gardens and dear god I'm having flashbacks to playing ALIENS: Eradication, with all the terrifying shit coming out of the walls and nuking 75% of my health if I don't see them before they get a volley off in my direction. Fantastic mod, enjoying it greatly, as well as ...
- Fri Jul 24, 2020 8:29 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Prince of Persia for HeXen/Heretic
- Replies: 13
- Views: 5763
Re: Prince of Persia for HeXen/Heretic
Even if all the parts of this don't have functionality, I'm always happy to see resource packs and stuff coming out. There's a lot to be said for things like TreasureTech and Golden Souls that come out with heaps of unique assets, but I feel like we need more OTEXes and other things that are just ...
- Wed Jun 17, 2020 1:41 am
- Forum: Gameplay Mods
- Topic: Sangelothi Mods (NeoCore v5 RELEASED PG.26)
- Replies: 422
- Views: 97041
Re: Sangelothi Mods (NeoCore v5 RELEASED PG.26)
My god NeoCore is excellently balanced for some good challenge. I love how even the pistols are viable against higher-tier monsters, and a lot of other little gameplay nice touches. It's so fun and smooth, that it's really easy to want to record gameplay of it.
- Wed May 06, 2020 4:06 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Lost civilization, Part 2 [WIP]
- Replies: 22
- Views: 5916
Re: Lost civilization, Part 2 [WIP]
epicJaska wrote:Actually I'm planning to do a difficulty level which has only doom2 monsters.
- Tue May 05, 2020 12:22 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Lost civilization, Part 2 [WIP]
- Replies: 22
- Views: 5916
Re: Lost civilization, Part 2 [WIP]
I love the first Lost Civilization to pieces, and a sequel that adds a bunch of epic new features not seen before in a TC mod would be more than welcome. However, I still feel the need to ask that a "Vaccinated" version gets to exist alongside this big undertaking: There's a noticeable lack of ...
- Sat Nov 16, 2019 3:05 pm
- Forum: Gameplay Mods
- Topic: ZMovement 3.2.1
- Replies: 248
- Views: 108202
Re: ZMovement 3.0 (Grappling Hook)
I dunno what to tell you, man. This is what I spent a chunk of last night trying to figure out, and at least for me personally it refuses to work. I don't know what it is that could be preventing the Wall Slide from executing, but after seeing that video and seeing the intended behaviour, I know for ...
- Sat Nov 16, 2019 2:43 am
- Forum: Gameplay Mods
- Topic: ZMovement 3.2.1
- Replies: 248
- Views: 108202
Re: ZMovement 3.0 (Grappling Hook)
I'm not sure how Wallsliding in ZMovement is supposed to work, or rather what it's supposed to do altogether. It seems like whenever I use the WallSlide key (bound to 'F' in this case), it just makes me lose all horizontal momentum so that I fall directly downwards. I figured Wall sliding was ...
- Tue Aug 13, 2019 9:46 pm
- Forum: Technical Issues
- Topic: Sprites 'glow' intense RGB colours with Dynamic Lighting
- Replies: 3
- Views: 659
Re: Sprites 'glow' intense RGB colours with Dynamic Lighting
@Grahf Zahl I've been playing through Ashes a bit more. I've added more pictures to the imgur album, because the bug has been very weird to replicate. The last couple of screenshots are taken while standing in the same spot, but simply turning in place makes the bug occur and go away. https://imgur ...
- Tue Aug 13, 2019 5:48 pm
- Forum: Technical Issues
- Topic: Sprites 'glow' intense RGB colours with Dynamic Lighting
- Replies: 3
- Views: 659
Re: Sprites 'glow' intense RGB colours with Dynamic Lighting
I double checked and no, bloom is disabled, as are all other postprocessing options in the same menu.Graf Zahl wrote:Do you have Bloom enabled?
I pretty ritualistically go into the options in any new game (and GZDoom 4+ when I got it) and disable pretty much all settings related to Posts, motion blur, etc.
- Mon Aug 12, 2019 10:06 pm
- Forum: Technical Issues
- Topic: Sprites 'glow' intense RGB colours with Dynamic Lighting
- Replies: 3
- Views: 659
Sprites 'glow' intense RGB colours with Dynamic Lighting
I've had this recurring problem with sprites, in multiple versions of GZDOOM when Dynamic Lighting is enabled. This happens across a few different versions, across any number of mods/maps (though I don't know every single one off the top of my head), and it happened both on my old PC that had no GPU ...
- Sun Jul 07, 2019 2:42 am
- Forum: Gameplay Mods
- Topic: Lt. Typhon v6: massive guns
- Replies: 227
- Views: 104257
Re: Lt. Typhon v2: massive guns
I took a lot of inspiration from Ellen Ripley so it's natural Typhon reminds you of Samus :D Metroid and Typhon were both influenced a lot by Aliens Speaking of: It's off topic, but I'm keen to use the new Addon-only gun Pillowblaster added to Guncaster's newest update. It looks like it's literally ...
- Sat Jul 06, 2019 8:26 am
- Forum: Gameplay Mods
- Topic: Lt. Typhon v6: massive guns
- Replies: 227
- Views: 104257
Re: Lt. Typhon v2: massive guns
I saw Icarus' video this afternoon and have spent most of tonight trying this mod out on Epic2 and a couple one-level WADs. I was having a pleased chuckle for a while thinking about how Lt. Typhon is the perfect Brick-Shithouse-Hard-Bitch I've been looking for, to foil the Zero-Suit-Samus women I ...
- Tue Sep 04, 2018 8:31 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [RELEASE] Prodoomer V3.1
- Replies: 367
- Views: 99928
Re: [RELEASE] Prodoomer V3.1 [GZDoom]
Prodoomer v3 doesn't seem compatible with GZDoom 3.2.5. While it starts up fine, the Options menu does not show Prodoomer Options like it's supposed to. The opening battle with the Cyberdemon still causes problems even if I let up on the controls. Even if the hud doesn't disappear, I'll still be ...