Search found 27 matches

by PokeParty445
Mon Jun 16, 2025 3:34 pm
Forum: Gameplay Mods
Topic: Rust and Bones - (v1.5) Mar/23
Replies: 25
Views: 6949

Re: Rust and Bones - (v1.5) Mar/23

Is there any reason why there isn't a difficulty that uses HMP monster placement? Both easy and normal use the HNTR placement while hard and very hard jump right up to UV placement.
I usually play on HMP so it just feels weird that there technically isn't an equivalent in this mod.
by PokeParty445
Fri Apr 18, 2025 1:53 pm
Forum: Gameplay Mods
Topic: Zagemod (v1.7 RELEASED, pg 26)
Replies: 389
Views: 144351

Re: Zagemod (v1.6 RELEASED, pg 25)

I really love this mod, really the only thing keeping me from playing it even more is its minor flaws with other monster mods, such as the inability to get the rifle weapons or grenades for the classes since other monster pack's zombies won't drop them. I think you could maybe do something like Led ...
by PokeParty445
Sat Jan 20, 2024 2:44 pm
Forum: Gameplay Mods
Topic: [0.3.1] Indestructable: second wind/death rage mechanic
Replies: 48
Views: 19303

Re: [0.3.1] Indestructable: second wind/death rage mechanic

What settings are you using? It works for me, but note that the bonus lives are awarded when you exit the level , not at soon as you get 100% kills/secrets. I figured, but they aren't rewarded at all for me. I was going to do a run where I only got lives through getting 100% kills and/or secrets ...
by PokeParty445
Sat Jan 20, 2024 2:39 pm
Forum: Gameplay Mods
Topic: [0.3.1] Indestructable: second wind/death rage mechanic
Replies: 48
Views: 19303

Re: [0.3.1] Indestructable: second wind/death rage mechanic

What settings are you using? It works for me, but note that the bonus lives are awarded when you exit the level , not at soon as you get 100% kills/secrets. I figured, but they aren't rewarded at all for me. I was going to do a run where I only got lives through getting 100% kills and/or secrets ...
by PokeParty445
Sun Jan 07, 2024 11:06 pm
Forum: Gameplay Mods
Topic: [0.3.1] Indestructable: second wind/death rage mechanic
Replies: 48
Views: 19303

Re: [0.3.1] Indestructable: second wind/death rage mechanic

I love the new update, especially some of the extra options for gaining lives. However, the completion requirements bonus lives don't seem to work? I've tried various combinations of mods and settings with it and lives never seem to be rewarded upon either 100% secrets nor kills. I really like the ...
by PokeParty445
Tue Aug 22, 2023 3:03 pm
Forum: Gameplay Mods
Topic: [0.3.1] Indestructable: second wind/death rage mechanic
Replies: 48
Views: 19303

Re: [0.2.8] Indestructable: second wind/death rage mechanic

I ADORE this mod, it makes some intolerable maps for me actually really fun and playable (because I suck lol.) I do have a suggestion though, I think it'd be great if you could possibly add getting lives after taking a certain amount of damage as a setting in that a person can toggle on to their ...
by PokeParty445
Mon Dec 26, 2022 1:14 am
Forum: Gameplay Mods
Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
Replies: 832
Views: 241755

Re: GMOTA: Fantasy arcade action, UPDATE 12/25/2022 [V1.5.1]

Was a lot of fun to play with my friend, though I would suggest you put the new key bind under a keyconf, so the binds don't bleed into mods that aren't gmota. Something like the following would work at the bottom of the KEYCONF file, just so you know. addkeysection "GMOTA" GMOTA addmenukey "Use ...
by PokeParty445
Wed Dec 21, 2022 9:05 pm
Forum: Gameplay Mods
Topic: The Guncaster - 3.888b
Replies: 3025
Views: 886499

Re: The Guncaster - 3.888b

I went ahead and added some sanity in kekscode to keep it from happening (I get it when my only autoload is Intelligent Supplies.) It'll be up to Pillow to put up a ninjafix, in the meantime you can paste this line into your file (over the contents of line 146 of moonspeak/tip_menu.txt, of course ...
by PokeParty445
Wed Dec 21, 2022 1:21 am
Forum: Gameplay Mods
Topic: The Guncaster - 3.888b
Replies: 3025
Views: 886499

Re: The Guncaster - 3.888b

I get the same issue if I run it with my normal mod setup, but not if I run it with Guncaster and nothing else; are you running anything else besides just Guncaster and an iwad? I've tried running it with just GC and an iwad, even turning off all of gzdoom's extra pk3s it can access and my ...
by PokeParty445
Tue Dec 20, 2022 2:53 pm
Forum: Gameplay Mods
Topic: The Guncaster - 3.888b
Replies: 3025
Views: 886499

Re: The Guncaster - 3.888b

Pretty sure this is due to the recent GZDoom (using GZDoom 4.10) updates more than the mod but I'm posting it here anyway. The mod VM aborts every time you try to access the options menu, probably due to the tips if I'm reading the error message correctly. The error message being: "VM execution ...
by PokeParty445
Sat Dec 11, 2021 10:30 pm
Forum: Gameplay Mods
Topic: Angelic Aviary v1.5 (Non-violent deaths + Showtime!!! Easter eggs) Updated 03/03/25)
Replies: 209
Views: 161411

Re: Angelic Aviary v0.94.1 (12/07/21, Heretic edition)

Something I noticed, the Hurt Me Plenty variant (which is what I usually play on, yes I know I'm weird) uses the "easy" enemy and item placements (like the ones for I'm Too Young to Die and Hey, Not Too Rough) for the map, instead of the "medium" placements like vanilla Hurt Me Plenty should? I don ...
by PokeParty445
Thu Jun 10, 2021 11:15 pm
Forum: Gameplay Mods
Topic: Shades of Doom v4.1 (07-09-23)
Replies: 378
Views: 119739

Re: Shades of Doom v4.0 - Flippin' Cool (06-01-21)

One of my favorite monster randomizers! Very consistent and nice and balanced. One bug I've found, which there may be more of course, but this is the only one I've noticed. For some reason, the Doom 3 Wraith replacement for the Pinky flashes invisible when you shoot it? Maybe it's missing a pain ...
by PokeParty445
Sat Jun 05, 2021 11:57 am
Forum: Gameplay Mods
Topic: Dehacked Attack v4.0 & Dehacked Defense v3.0
Replies: 56
Views: 50653

Re: Dehacked Attack v1.5 - Blast from the Past (And Present)

Wait, it does? I thought Zandronum lacked RenderStyle Subtract, which a few monsters use (enabled by CVar). Ah well, I can't remember what we have or don't have anymore, but it's a nice bonus; for the most part (for obvious reasons) none of the monsters in this require advanced features. Yep! I've ...
by PokeParty445
Fri Jun 04, 2021 5:59 pm
Forum: Gameplay Mods
Topic: Dehacked Attack v4.0 & Dehacked Defense v3.0
Replies: 56
Views: 50653

Re: Dehacked Attack v1.5 - Blast from the Past (And Present)

Weirdly enough, I haven't actually heard that as a suggestion, which somewhat makes sense - historically, most monster randomization mods (though there are some that pre-date me in this feature) tend to be just that: fully random, with maybe a tweak here or there. Originally, I also went full ...
by PokeParty445
Tue Jun 01, 2021 2:54 pm
Forum: Gameplay Mods
Topic: Dehacked Attack v4.0 & Dehacked Defense v3.0
Replies: 56
Views: 50653

Re: Dehacked Attack v1.5 - Blast from the Past (And Present)

Been having a lot of fun with this one! It's definitely been kicking my ass, though. If I may make one suggestion, which I'm sure you've likely heard before, is there any way you could make maybe a deeper menu for each set that can enable and disable specific monsters at the user's choice? I'm not ...

Go to advanced search