Search found 28 matches
- Thu Jun 03, 2021 3:25 am
- Forum: Gameplay Mods
- Topic: Re: WAR TROPHIES (1.11) Give up your soul for extra points
- Replies: 157
- Views: 87420
Re: WAR TROPHIES (1.10) but without the spaghetti and meatba
How doable would it be to allow the lite HUD to be separated into two sections that can be adjusted independently?
- Sun May 16, 2021 8:29 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1089713
Re: Hideous Destructor 4.5.0b
That's correct, yes. The Liberator and it's ammo are /extremely/ heavy and bulky, what I tend to do is pare it down to 2 or 3 mags and remove a few of the other things/stuff them in a backpack.
- Wed May 12, 2021 6:53 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1089713
Re: Hideous Destructor 4.5.0b
Those demons (along with hell nobles and bosses) have recharging energy shields you need to break in order to damage their health; basically, burst damage or bleeding is your best friend there.Doominer441 wrote:Why exactly do bigger demons like Mancubi and Pain Elementals flash teleport fog whenever I shoot them?
- Fri Apr 23, 2021 11:37 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1089713
Re: Hideous Destructor 4.5.0b
I enjoy the 'ecosystem' of supernatural artifacts a lot, and how it dovetails into creating your own difficulty via conducts. I still want to beat all of Doom 1 without magicks, and that sort of ratcheting, self-induced challenge is part of what I love about this mod and how that runs through every ...
- Thu Mar 25, 2021 9:52 pm
- Forum: Gameplay Mods
- Topic: LiveReverb - dynamic reverb for all Doom maps!
- Replies: 55
- Views: 35057
Re: LiveReverb - dynamic reverb for all Doom maps!
Not possible to my knowledge. As far as I can tell, this works by spawning a SoundEnvironment thing at the player's location, based on distance checks performed by spawning a FastProjectile. Sound environments affect the entire sound effects processing chain. Ah, bummer, good to know at least ...
- Thu Mar 25, 2021 3:40 pm
- Forum: Gameplay Mods
- Topic: LiveReverb - dynamic reverb for all Doom maps!
- Replies: 55
- Views: 35057
Re: LiveReverb - dynamic reverb for all Doom maps!
This is really impressive! How easy would it be to force the effect to ignore specific sounds/sources? For example the heartbeat noise in Hideous Destructor.
- Sun Jan 03, 2021 9:00 pm
- Forum: Gameplay Mods
- Topic: Hellrider v0.9c - Swift Demon Killing! (28-04-21)
- Replies: 237
- Views: 166875
Re: Hellrider v0.9 - Swift Demon Killing!
Wonderful work as always! This mod still has some of my favourite Gun Feel and the subtle touches with the tilting add to that immensely. Small bug(?) to report, there seems to be some unutilized blood/gore files which conflict with cblood.pk3, causing any 'corrected' blood to become black instead ...
- Mon Oct 05, 2020 12:53 pm
- Forum: Gameplay Mods
- Topic: Hellrider v0.9c - Swift Demon Killing! (28-04-21)
- Replies: 237
- Views: 166875
Re: Hellrider v0.8c - Speed and Aggression
This is one of the best feeling mods to play in my opinion, loving all the small touches to animation and movement, really excited to see this get even more polish~ Couple of feedback points, the rocket launcher seems waaaaaay overpowered where most of the other weapons are in line with Doom's ...
- Sat Sep 26, 2020 4:39 pm
- Forum: Graphic/Audio Patches
- Topic: BLUDTYPE for NashGore NEXT
- Replies: 16
- Views: 16815
Re: BLUDTYPE for Nash's Gore Mod Vengeance Edition
I'm having no luck getting this to work; have tried loading the .zip and the .txt files independently, always after nashgore and always after the mod in question, and neither DRLA monsters nor Hideous Destructor saw any changes. Tried with both the latest devbuild of GZDoom and 4.4.2
- Sat Sep 26, 2020 1:43 pm
- Forum: Gameplay Mods
- Topic: [WIP] Malice - Version 1.0pre5 [BURNING MELEE!]
- Replies: 214
- Views: 84378
Re: [WIP] Malice - Playtesters Welcome [DEMO 4]
I feel like the AR could work pretty well with the old clip size/damage output but around half total ammo, similar to how Final Doomer's Hellbound set chaingun works.
- Sat Sep 26, 2020 8:22 am
- Forum: Gameplay Mods
- Topic: [WIP] Malice - Version 1.0pre5 [BURNING MELEE!]
- Replies: 214
- Views: 84378
Re: [WIP] Malice - Playtesters Welcome [DEMO 4]
Really enjoying the new balance pass, one minor thing I've noticed is that you still spawn a normal bloodsplat sprite when your shields are hit, which isn't a big deal normally, but very noticeable when using droplets or nashgore.
- Tue Sep 22, 2020 10:29 am
- Forum: Gameplay Mods
- Topic: [WIP] Malice - Version 1.0pre5 [BURNING MELEE!]
- Replies: 214
- Views: 84378
Re: [WIP] Malice - Smooth As Hell [DEMO 2 HOTFIX]
I've also noticed that holding jump pushes me straight up to the ceiling and then lets me aim-glide, and on the default "extra jumps" setting of 1 I can infinitely hop through the air
- Tue Sep 22, 2020 8:04 am
- Forum: Gameplay Mods
- Topic: [WIP] Malice - Version 1.0pre5 [BURNING MELEE!]
- Replies: 214
- Views: 84378
Re: [WIP] Malice - Smooth As Hell [PLAYTESTING HAS BEGUN]
Getting some debug text that seems to relate to the shield overlay transparency on the latest GZDoom devbuild.
- Mon Sep 21, 2020 9:54 am
- Forum: Gameplay Mods
- Topic: [WIP] Malice - Version 1.0pre5 [BURNING MELEE!]
- Replies: 214
- Views: 84378
Re: [WIP] Malice - Smooth As Hell [PLAYTESTING HAS BEGUN]
Another quick observation; reloading the shotgun and AR would be waaaay smoother if there were partial reload states that cut out the pump/charging handle animations when you weren't empty. I know you can cancel out of the charging handle animation but the pump just gets pushed to after your dash ...
- Sat Sep 19, 2020 7:34 pm
- Forum: Abandoned/Dead Projects
- Topic: [1.3 WIP] Codename: DEMOLITIONIST
- Replies: 497
- Views: 189105
Re: [0.9.2b] SWWM GZ: Cute robutt whomst love to explode dem
Hey, I'm not sure if this is because of my setup, but I get a really bad memory leak when playing on the latest GZDoom with this mod T_T (mod version is 0.9.2b, using the pk7) Had the same problem, move to latest devbuild, it's an issue with 4.4.2 Oh okay I'll do that, then. Thanks for the quick ...