Search found 8 matches

by DoubleCakes
Mon Sep 14, 2020 5:09 pm
Forum: Gameplay Mods
Topic: Ac!d's Eriguns
Replies: 71
Views: 27199

Re: Ac!d's Eriguns 1.9

I think its a conflict between the explosion crater decal and Doom Software Renderer. When I fire an explosive weapon on DSR, it crashes, but not if I set the render mode to True Color or Hardware Accelerated (although True Color doesn't paste the decal properly and its standing up on the ground ...
by DoubleCakes
Sun Sep 13, 2020 3:49 pm
Forum: Gameplay Mods
Topic: Ac!d's Eriguns
Replies: 71
Views: 27199

Re: Ac!d's Eriguns 1.9

I've tested on both gzDoom 4.4.2 and pre-4.5, with and without custom maps. I get the error but I've realized something that it only happens when the grenade countsdown and explodes. If I fire a grenade at an enemy, and it explodes on impact, then it doesn't crash. The grenade explodes normally.
by DoubleCakes
Sun Sep 13, 2020 8:45 am
Forum: Gameplay Mods
Topic: Ac!d's Eriguns
Replies: 71
Views: 27199

Re: Ac!d's Eriguns 1.9

I keep getting a crashed when a grenade from the grenade launcher explodes. GZDoom just quits.

It's a gruesome error but this mod otherwise seems very good, and i like what I've played so far!
by DoubleCakes
Wed Apr 15, 2020 9:59 am
Forum: Levels
Topic: [WIP] Doom 2 - Re-Build-t [updated 4-12-2020]
Replies: 100
Views: 98820

Re: [WIP] Doom 2 - Re-Build-t [updated 4-12-2020]

I just finished the first batch of levels and they were top notch. The way they've been expanded, retextured, and upgraded is really cool. There were lots of moments where it would take me a couple seconds to realize what classic room a remade environment was representing, only because this wad is ...
by DoubleCakes
Mon Apr 13, 2020 7:46 pm
Forum: Levels
Topic: [WIP] Doom 2 - Re-Build-t [updated 4-12-2020]
Replies: 100
Views: 98820

Re: [WIP] Doom 2 - Re-Build-t [updated 4-12-2020]

Anyone else having trouble loading a saved game? I'm running gzDoom and updated recently and when I try to load a saved game with the Re-Build-t wad, it crashes.
by DoubleCakes
Sun Apr 12, 2020 10:33 am
Forum: Gameplay Mods
Topic: [3.4!] FINAL DOOMER +
Replies: 1204
Views: 467851

Re: [3.3!] FINAL DOOMER +

I've been trying to play Vendettaguy and the plasma rifle's auto-aim is reversed vertically (if an enemy is below you, the gun will fire upward). What GZDoom version are you using?

I was using v4.3.3 before and I recently updated to the latest devbuild (2020-04-12) and the problem persists. I've ...
by DoubleCakes
Sat Apr 04, 2020 10:15 am
Forum: TCs, Full Games, and Other Projects
Topic: Zombies Ate My Neighbors TC! (MARCH 2022 AND ANNOUNCEMENT!)
Replies: 96
Views: 50907

Re: Zombies Ate My Neighbors TC! (NEW DEMO RELEASED) 25/03/2

It's great to finally get to play a bit of this! This is looking very good. I do have some worries about how the mechanics and flow of a top-down shooter will translate into an FPS, but everything seems to be fitting together quite nicely.
by DoubleCakes
Thu Apr 02, 2020 11:51 am
Forum: Gameplay Mods
Topic: [3.4!] FINAL DOOMER +
Replies: 1204
Views: 467851

Re: [3.3!] FINAL DOOMER +

I've been trying to play Vendettaguy and the plasma rifle's auto-aim is reversed vertically (if an enemy is below you, the gun will fire upward). There's also an issue with the beam not hitting flying enemies (or at least, not hitting cacodemons). The gun will aim at the cacodemon correctly and the ...

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