Search found 168 matches
- Tue Oct 27, 2020 10:07 pm
- Forum: Abandoned/Dead Projects
- Topic: [WIP][Horror] Divine Frequency (Demo Updated)
- Replies: 175
- Views: 84530
Re: [WIP][Experimental Horror] Divine Frequency
I think the big issue is that a lot of people are expecting this to be slow, moody, and survival horror, despite it not really being any of that, more fast, grating/intense/forgot the word and action horror. If by "a lot of people" you mean maybe just that other guy and you. I mean come on, just ...
- Tue Oct 27, 2020 1:11 am
- Forum: Abandoned/Dead Projects
- Topic: [WIP][Horror] Divine Frequency (Demo Updated)
- Replies: 175
- Views: 84530
Re: [WIP][Experimental Horror] Divine Frequency
I think it looks great.
- Tue Oct 06, 2020 1:32 pm
- Forum: Gameplay Mods
- Topic: [WIP] Malice - Version 1.0pre5 [BURNING MELEE!]
- Replies: 214
- Views: 84367
Re: [WIP] Malice - Version 0.99 [OPEN SEASON]
Fuck it, I'm tired. Hence, I'm just gonna release version 0.99 - anything that needs fixing, plus Quick Grenades, will make the difference between 0.99 and 1.0. Gear up, Legionnaire. Set User Interface Scale as high as possible and use a widescreen resolution, or else it WILL look fucky. FYI if you ...
- Mon Oct 05, 2020 9:39 pm
- Forum: Scripting
- Topic: SBARINFO/HUD scaling problems
- Replies: 4
- Views: 1054
Re: SBARINFO/HUD scaling problems
Ah, my mistake, although hopefully forcescale will end up doing some good. I was looking forward to trying out your mod on release.TheRailgunner wrote: ForceScaled is for StatusBar, which begins the drawing routine for status bars.
- Mon Oct 05, 2020 9:25 pm
- Forum: Scripting
- Topic: SBARINFO/HUD scaling problems
- Replies: 4
- Views: 1054
Re: SBARINFO/HUD scaling problems
You said ForceScaled, isn't it supposed to be forcescale with no d? https://zdoom.org/wiki/DrawImage
- Mon Jul 13, 2020 11:32 am
- Forum: Gameplay Mods
- Topic: [DOWNLOAD] Super Spy Doom (Alpha 12)
- Replies: 49
- Views: 14790
Re: [DOWNLOAD] Super Spy Doom (Alpha 12)
this has to be one of the most fresh looking gameplay mods to come out this year, very excited to try this out! This came out in 2017 and there hasn't been an update or post by the author (about this) since then either. This thread was necrobumped but the responses make me feel like most everyone ...
- Sat Jun 27, 2020 5:22 am
- Forum: Gameplay Mods
- Topic: Bullet-Eye - v0.12.7d - 3/30/25 - Enemy Mod Updated! 4/18/25
- Replies: 460
- Views: 172802
Re: Bullet-Eye (SNES/Retro Style Mod) v0.10 - 1-Up!
I personally would like to see the mod continue with the leveling system it currently has as I find it really enjoyable and I would be a bit sad to see its trajectory change so drastically to essentially become just "another weapon mod", but regardless of what you decide to do I am sure that it will ...
- Thu May 28, 2020 9:07 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: TEMPLE OF THE LIZARD MEN 5 - GOLD EDITION RELEASED!
- Replies: 49
- Views: 22971
Re: Temple of the Lizard Men 5 - The Final Chapter
I've been playing through the TotLM series for the first time in anticipation of this upcoming release and am about to start TotLM4. I've been enjoying them quite a bit and would gladly help with testing the upcoming release if you need any additional players.
- Sun May 24, 2020 9:39 am
- Forum: Gameplay Mods
- Topic: [WIP] Doom: Eternal Slayer (v07 UPDATE) 12/24/2021!!
- Replies: 51
- Views: 31524
Re: Doom: Eternal Slayer[OUT NOW]
Did you ax the ninja version and turn it into this or is that still in the works as well? Anyway, looks great.
- Fri May 22, 2020 1:46 pm
- Forum: Gameplay Mods
- Topic: La Tailor Girl v1.90 Plain Black [updated June 30 2024]
- Replies: 503
- Views: 359506
Re: La Tailor Girl v1.75B
Awesome, really glad to see an update. This is probably my favorite gameplay mod that doesn't really fit the canon aesthetic of Doom.
- Tue May 19, 2020 8:24 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Doom: The Golden Souls 3 - Important update at p.17, follow me on https://twitter.com/Batandy_ for project updates
- Replies: 250
- Views: 85873
Re: Doom: The Golden Souls 3 - Demo 1 OUT!
Essentially every 3D Mario game has its own movement quirks as well so I feel like it doubly nails the homage.Batandy wrote:Every golden souls game is different with their own gameplay and quirks.
- Tue May 19, 2020 8:16 am
- Forum: Gameplay Mods
- Topic: Treasure Tech (NEW 1.2 RELEASE!)
- Replies: 156
- Views: 123464
Re: Treasure Tech (Released)
Maybe it's just me but I'm getting a 403 error every time I try to download it "Access to doc-0g-ag-docs.googleusercontent.com was denied". Edit: I think your GDrive met its download limit. You might want to reupload to MEGA or Mediafire or somewhere similar to avoid hitting it again unless you ...
- Thu May 07, 2020 10:44 am
- Forum: Levels
- Topic: The Sentinel's Lexicon - PvE mapset Compilaition
- Replies: 49
- Views: 43738
Re: The Sentinel's Lexicon - PvE mapset Compilaition
The server was acting as a gateway or proxy and received an invalid response from the upstream server.
- Wed May 06, 2020 11:28 am
- Forum: Gameplay Mods
- Topic: Deformed Doom - deform any Doom map!
- Replies: 54
- Views: 24755
Re: Deformed Doom - deform any Doom map!
Basically (so far as I know) this can't be done realtime due to the basic limitations of the engine, notably that it requires rebuilding the map nodes. Making the vertex geometry dynamic at runtime would require a revamp of the entire map format (and possibly other things like the physics, I ...
- Tue May 05, 2020 9:37 am
- Forum: TCs, Full Games, and Other Projects
- Topic: BlooM - DooM/Blood crossover
- Replies: 106
- Views: 63644
Re: BlooM - DooM/Blood crossover
I'm glad to see the project is still being worked on. Got a bit worried about it since I saw the website went down and it's gone private on Github because of previously discussed issues. After that it seems that development news about this project has gone silent though. Any general idea when you ...