Search found 288 matches
- Sun Jun 22, 2025 7:23 pm
- Forum: Gameplay Mods
- Topic: SoM's GunBonsai Addons and Patches (June 22, 2025)
- Replies: 90
- Views: 21676
Re: SoM's GunBonsai Addons and Patches (June 22, 2025)
Funny that I caught your reply at a time like this after I played with a hub-based map set just yesterday. I was thinking to reply to the guy's comment about Swiftness being agreeably needing a sort of cap as the mapset I played with had kept the berserk when going through the hub. And on the last ...
- Tue Jun 03, 2025 12:55 pm
- Forum: Gameplay Mods
- Topic: SoM's GunBonsai Addons and Patches (June 22, 2025)
- Replies: 90
- Views: 21676
Re: SoM's GunBonsai Addons and Patches (May 24, 2025)
Actually, if there is one thing I am unsure of that can be looked at by you or unless Toxi sees this, the Homing Shots upgrade does usually have a problem when aiming in relativity to actual submersible liquids. At least the biggest problem I notice is when aiming under liquids where the projectiles ...
- Mon Apr 28, 2025 7:34 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Endless Madness 2: Nuclear Boogaloo (v1.1.0)
- Replies: 22
- Views: 12717
Re: Endless Madness 2: Nuclear Boogaloo
Tested new version. It throws an error: The new MAD-VKDoom unfortunately precompiles some unused broken shaders. This has been fixed in Endless Madness 2 v1.0.1 hey there,is this compatible with other gameplay/weapon mods? No. But I can't stop you from trying. :P Awesome to see that sequel come to ...
- Thu Apr 17, 2025 11:19 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Endless Madness 2: Nuclear Boogaloo (v1.1.0)
- Replies: 22
- Views: 12717
Re: Endless Madness 2: Nuclear Boogaloo (v1.0.1)
Awesome to see that sequel come to fruition finally, even though I had no idea it was being worked on and released. Even though I played this when it was on version 1.0, other than the VKDoom build problems with the lag, the memory stuff and all that (and last time I checked, crashing when even ...
- Wed Feb 12, 2025 8:28 am
- Forum: Gameplay Mods
- Topic: Re: DOOMablo: a looter-shooter DOOM (v0.3.0a - I heard you needed something powerful and precise, eh?)
- Replies: 181
- Views: 41271
Re: DOOMablo: a looter-shooter DOOM (v0.2.1a -Flasks are searching for their place in life)
I may be asking a really silly question, but how do I pick up the flasks strewn around that have replaced health bonuses? Tried the custom binds and have used most of the sensible-to-use buttons, but they do not seem to be picking up. Unless there is an issue to them, because they do not display ...
- Wed Feb 12, 2025 2:36 am
- Forum: Gameplay Mods
- Topic: Re: DOOMablo: a looter-shooter DOOM (v0.3.0a - I heard you needed something powerful and precise, eh?)
- Replies: 181
- Views: 41271
Re: DOOMablo: a looter-shooter DOOM (v0.2.1a -Flasks are searching for their place in life)
I may be asking a really silly question, but how do I pick up the flasks strewn around that have replaced health bonuses? Tried the custom binds and have used most of the sensible-to-use buttons, but they do not seem to be picking up. Unless there is an issue to them, because they do not display any ...
- Sun Jan 05, 2025 2:11 am
- Forum: Gameplay Mods
- Topic: Universal kick and parry mod
- Replies: 9
- Views: 5555
Re: Universal kick and parry mod
Good. Although maybe I shoulda tried this one first thing since it is one of my most used "fun" console commands... Doing a kick after the first one when using 'freeze' will reflect the kick upon myself from the temporary projectile that forms in front of you. Basically, killing me while it spams ...
- Sat Jan 04, 2025 8:07 pm
- Forum: Gameplay Mods
- Topic: Universal kick and parry mod
- Replies: 9
- Views: 5555
Re: Universal kick and parry mod
Simple, but very good! Always wanted a parry mod that could surely work by itself while reflecting attacks, with the addition of making enemies fly! I will surely add this to mods for fun sometimes. :D Should note though, the mod seems to debug barf every time a projectile is kicked, the projectile ...
- Wed Oct 30, 2024 9:50 pm
- Forum: Gameplay Mods
- Topic: -UPDATE- AccuDeathV3.2: A Doom/Heretic/Hexen Mod Friendly Accurate Death Effects Mod
- Replies: 20
- Views: 6086
Re: AccuDeathV3.0: A Doom/Heretic/Hexen Death Effects Mod [V3.0 Released!]
Is it intentional that enemies keep their coloration effect upon being resurrected? I had thrown a lob of plasma at enemies in some mapset while getting plasma early in, only to see the burnt enemies get back up from an Archvile in a mat and trying to go at me with their totally fine burnt-shaded ...
- Sat Oct 12, 2024 5:51 pm
- Forum: Gameplay Mods
- Topic: Re: DOOMablo: a looter-shooter DOOM (v0.3.0a - I heard you needed something powerful and precise, eh?)
- Replies: 181
- Views: 41271
Re: DOOMablo: a looter-shooter DOOM (v.0.2a)
Soon as I saw the inspirations and the screenshots, I had to give this one a go as soon as I had the chance. And quite the pleasing early impressions. Although I feel like the rate of random drops might need to be toned back as they can be pretty frequent enough. Barrels probably should be excluded ...
- Wed May 08, 2024 8:14 pm
- Forum: Gameplay Mods
- Topic: Demonic Bribery: demons for hire!
- Replies: 17
- Views: 7531
Re: Demonic Bribery: demons for hire!
This is pretty funny. I like to suggest an idea, It would be cool to have a slider or preset how many can appear, they seem to appear everywhere. But otherwise this is hilarious. Honestly, I do really like the concept of this mod from the amount of times I try to find a place to slap it on and ...
- Wed Mar 27, 2024 11:04 am
- Forum: Gameplay Mods
- Topic: Intelligent Supplies
- Replies: 91
- Views: 36165
Re: Intelligent Supplies 1.6
Since I remembered about this. I have been meaning to suggest if you could add health bonuses separately to the intelligent behaviors options. If maybe also an option where all count items can be checked if they are unable to be picked up but can still be used like vanilla otherwise when able to ...
- Sun Jan 28, 2024 9:32 pm
- Forum: Gameplay Mods
- Topic: Marathon Forever V0.75
- Replies: 9
- Views: 4448
Re: Marathon Forever V0.7
Cool to see a modern taking for Marathon here now. Playing it with a map set I have yet to really play up until this point to try it out. Although right off the bat, the mod sure loves to have Bobs around in maps. Fragile as they sort of are, there sure can be aplenty in a map at times. Well...It ...
- Sat Jan 27, 2024 12:49 am
- Forum: Gameplay Mods
- Topic: Marathon Forever V0.75
- Replies: 9
- Views: 4448
Re: Marathon Forever V0.7
Cool to see a modern taking for Marathon here now. Playing it with a map set I have yet to really play up until this point to try it out.
Although right off the bat, the mod sure loves to have Bobs around in maps. Fragile as they sort of are, there sure can be aplenty in a map at times.
Although right off the bat, the mod sure loves to have Bobs around in maps. Fragile as they sort of are, there sure can be aplenty in a map at times.
- Thu Nov 16, 2023 2:55 am
- Forum: Gameplay Mods
- Topic: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom
- Replies: 82
- Views: 38530
Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom
It took me a bit of time up until now to realize something with the enemies having the Aggressive Defense System augment. When I mention that I been playing with Naku Naru 2 with the special effects enabled like casings and shells that pop out from firing guns, I had the realization recently that ...