Search found 168 matches

by skdursh
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 ...
by skdursh
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.
by skdursh
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 ...
by skdursh
Mon Oct 05, 2020 9:39 pm
Forum: Scripting
Topic: SBARINFO/HUD scaling problems
Replies: 4
Views: 1054

Re: SBARINFO/HUD scaling problems

TheRailgunner wrote: ForceScaled is for StatusBar, which begins the drawing routine for status bars.
Ah, my mistake, although hopefully forcescale will end up doing some good. I was looking forward to trying out your mod on release.
by skdursh
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
by skdursh
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 ...
by skdursh
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 ...
by skdursh
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.
by skdursh
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.
by skdursh
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.
by skdursh
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!

Batandy wrote:Every golden souls game is different with their own gameplay and quirks.
Essentially every 3D Mario game has its own movement quirks as well so I feel like it doubly nails the homage.
by skdursh
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 ...
by skdursh
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.
by skdursh
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 ...
by skdursh
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 ...

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