Interesting. That fixed it, Wonder why it doesn't happen in Doom 2 then.BROS_ETT_311 wrote:I think it's tied to the way Relighting Doom handles actor shadows. Try disabling the "Dark Shadows" option under Relighting Doom settings.
Search found 15 matches
- Sat Apr 23, 2022 3:40 am
- Forum: Gameplay Mods
- Topic: Relighting Doom v3.31b [Updated 4/8/22]
- Replies: 379
- Views: 94936
Re: Relighting Doom v3.31b [Updated 4/8/22]
- Sat Apr 23, 2022 2:55 am
- Forum: Gameplay Mods
- Topic: Relighting Doom v3.31b [Updated 4/8/22]
- Replies: 379
- Views: 94936
Re: Relighting Doom v3.31b [Updated 4/8/22]
First off, amazing mod. Been playing around with it for the last month. Really breathes life into the old maps. Ok, so I came across this really weird bug that seems to only happen with Brutal Doom which I only just tested cause I don't really play with it that often. Looking through the past ...
- Sat Apr 23, 2022 1:07 am
- Forum: Gameplay Mods
- Topic: Universal Map Enhancements
- Replies: 36
- Views: 17279
Re: Universal Map Enhancements
Oh nice, you released this. I assume Gold got rid of the half finished ceiling lights like you said a few weeks back? One other thing, the new addition of the Icon of Sin fight from BD while it's decently cool does make a pretty big gameplay change compared to most of the other enhancements which ...
- Mon Apr 18, 2022 2:42 pm
- Forum: Gameplay Mods
- Topic: Quaker's DOOM 2.3: A Quake Weapons mod for DOOM
- Replies: 29
- Views: 18285
Re: Quaker's DOOM 2.3: A Quake Weapons mod for DOOM
Sure, go ahead.
- Mon Apr 18, 2022 3:18 am
- Forum: Levels
- Topic: Burden Of Flesh - 7 map episode wad released!
- Replies: 13
- Views: 8353
Re: Burden Of Flesh - 7 map episode wad released!
The google drive download link seems to be broken btw. Says that the file was removed due to violations of TOS.
- Sun Apr 17, 2022 8:20 pm
- Forum: Gameplay Mods
- Topic: Quaker's DOOM 2.3: A Quake Weapons mod for DOOM
- Replies: 29
- Views: 18285
Re: Quaker's DOOM 2.3: A Quake Weapons mod for DOOM
Apologies for the necrobump, but I've always liked this little conversion mod of another mod but I've always been bothered by the broken radsuit. So I went ahead and converted most of the LMP files to PNGs with the correct palette. Just thought I post this here for anyone else. https://www.mediafire ...
- Wed Sep 08, 2021 3:07 am
- Forum: Graphic/Audio Patches
- Topic: Oddrealms: a Strange Aeons Re-Animation mod
- Replies: 8
- Views: 4693
Re: Oddrealms: a Strange Aeons Re-Animation mod
Honestly this is so freaking good. I just kinda wish this a standalone weapon pack cause of how good it is
- Tue Aug 03, 2021 7:29 pm
- Forum: Graphic/Audio Patches
- Topic: [RELEASE] Eternity-like Fullscreen HUD for Doom I/II
- Replies: 2
- Views: 2829
Re: [RELEASE] Eternity-like Fullscreen HUD for Doom I/II
Thanks for making this. Tho I wish it was even more like the Eternity HUD beyond just the general positioning of the HUD elements.
- Mon May 10, 2021 4:38 am
- Forum: Gameplay Mods
- Topic: (v3.1h) Enhanced Vanilla Project (EVP) - My first Doom mod
- Replies: 493
- Views: 218876
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Just so you know, EVP no longer works in the current build of GZDoom. EVP-v2.4a.pk3:zs_evp/menustuff.zsc, line 43: Function isGrayed attempts to override parent function without 'override' qualifier. Another mod (Beautiful Doom) had this issue as well. Troubleshooting there pointed to GZDoom having ...
- Sat Apr 24, 2021 7:22 am
- Forum: Gameplay Mods
- Topic: Hell Crusher 0.5 - Skilled based overpowered gameplay mod
- Replies: 85
- Views: 96863
Re: Hell Crusher - Skilled based overpowered gameplay mod
Pretty cool weapon set you got here. Every gun feels punchy. Tho i will say the lack of muzzle flash on helios cannon makes it feels pretty underwhelming (like I'm shooting air). Small personal gripe is how every gun seems to have a different artstyle when it comes to muzzle flashes.
- Fri Apr 09, 2021 12:54 am
- Forum: Levels
- Topic: [WIP] Donas - Underwater facility (PSX like)
- Replies: 6
- Views: 1915
Re: [WIP] Donas - Underwater facility (PSX like)
Honestly this is quite good. Even without custom textures, the atmosphere of the map really shines. I really did like the red/orange room arena at the end, especially the part where it lights up after the final switch. My only nitpick is that it can be a bit a bit dark during that fight, but I guess ...
- Mon Apr 05, 2021 4:05 pm
- Forum: Gameplay Mods
- Topic: Zagemod (v1.7 RELEASED, pg 26)
- Replies: 390
- Views: 144986
Re: Zagemod (Hotfix Released, pg 22)
I say whichever's more convenient for you. Personally vanilla monster logic doesn't matter to me tho.
- Fri Apr 10, 2020 12:41 am
- Forum: Graphic/Audio Patches
- Topic: Disruptor Texture Replacer (v1)
- Replies: 4
- Views: 6059
Re: Disruptor Texture Replacer (v1)
Nice! Always like having more Texture Replacers
- Mon Apr 06, 2020 10:58 pm
- Forum: Gameplay Mods
- Topic: Xim's Star Wars Doom - Updated (MAY/4/2024)
- Replies: 377
- Views: 120956
Re: Xim's Star Wars Doom - Update (4/6/20)
The onedrive link for full mod might need an update.
- Fri Apr 03, 2020 12:09 am
- Forum: Gameplay Mods
- Topic: [BDX] Brutal DOOM X — v0.8
- Replies: 6
- Views: 7410
Re: [BDX] Brutal DOOM X — v0.8
Looks cool. But how will this be different from something like say BDLite?