Search found 12 matches
- Mon Apr 27, 2009 9:41 am
- Forum: Closed Bugs [GZDoom]
- Topic: [2.3 - 2.3.1]Custom wad load failure. Uses PSX resources.
- Replies: 8
- Views: 453
Re: [2.3 - 2.3.1]Custom wad load failure. Uses PSX resources.
Ok odd. It runs, but it did run with Doom 2 before with a previous version that launched a custom startup screen with the options. Kinda looked to be in space. Idk what's up with that. All I know is what I saw before.
- Mon Apr 27, 2009 9:32 am
- Forum: Closed Bugs [GZDoom]
- Topic: [2.3 - 2.3.1]Custom wad load failure. Uses PSX resources.
- Replies: 8
- Views: 453
Re: [2.3 - 2.3.1]Custom wad load failure. Uses PSX resources.
Alright let me dig up my Ultimate Doom copy and try with that. Will post back.
- Mon Apr 27, 2009 9:19 am
- Forum: Closed Bugs [GZDoom]
- Topic: [2.3 - 2.3.1]Custom wad load failure. Uses PSX resources.
- Replies: 8
- Views: 453
Re: [2.3 - 2.3.1]Custom wad load failure. Uses PSX resources.
No not a user error. I placed Zdoom in my Doom 2 directory sure, but before the wad ran fine in the previous Zdoom release before 2.3 in the same exact circumstance. How that's a user error Idk. I'll remove both Zdoom and the wad and try that way, but I doubt the results will be any different.
- Mon Apr 27, 2009 9:04 am
- Forum: Closed Bugs [GZDoom]
- Topic: [2.3 - 2.3.1]Custom wad load failure. Uses PSX resources.
- Replies: 8
- Views: 453
[2.3 - 2.3.1]Custom wad load failure. Uses PSX resources.
Ok This problem is in reference to Xasers Lost Episode wad when I decided to try it today. In versions 2.3 and 2.3.1 of Zdoom this wad fails to load, and it takes me into Doom 2 instead, but in the previous release it worked fine. I mention this wad specifically cause it borrows levels and resources ...
- Mon Apr 27, 2009 8:46 am
- Forum: Levels
- Topic: [DONE!] Doom: The Lost Episode
- Replies: 169
- Views: 41777
Re: [DONE!] Doom: The Lost Episode
Wad fails to load on 2.3 and 2.3.1 of Zdoom. Not sure if it's a Zdoom issue or wad related, but I figured I'd let you know since I just tried it with both versions respectively. Will also report it in the closed feature bug forum if it's an issue with Zdoom.
- Sun Mar 08, 2009 9:11 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: wad level selection menu at startup
- Replies: 9
- Views: 1264
Re: wad level selection menu at startup
ZDoom is not being developed for consoles, and there are many launchers available, so you shouldn't expect anything to come out of this request... ^^^I know Zdoom isnt being developed for consoles. I merely suggested giving Zdoom a feature that a console port of PRBoom has. I could've sworn that's ...
- Sat Mar 07, 2009 6:23 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: wad level selection menu at startup
- Replies: 9
- Views: 1264
Re: wad level selection menu at startup
^^^I honestly dont know if void works on that port or not. Perhaps the author of that port got carried away and placed any wads in there just to showcase it at that point. Of course that thread is old and since then that feature was integrated into that port. The feature being that wad selection ...
- Sat Mar 07, 2009 6:17 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: wad level selection menu at startup
- Replies: 9
- Views: 1264
wad level selection menu at startup
I just had an idea that is based off an existing feature from a port of PRBoom to Nintendo Wii....Yes Nintendo Wii everyone...The idea is to use a wad level selection menu at start up so that a level can be accessed while Doom is actively running. I got the idea cause I naturally like to use ...
- Sat Feb 28, 2009 12:18 pm
- Forum: Abandoned/Dead Projects
- Topic: The Path of Evil (WIP)
- Replies: 12
- Views: 1247
Re: Welcome to hell mod
Sounds interesting, though I never agreed with regenerative health in games. Makes it too easy to clear out a area and sit in a corner to regenerate full health. Maybe if you make a health regeneration spell that could regenerate for say 15 seconds at a time or so, at certain increments? Or maybe ...
- Sun Feb 22, 2009 3:16 pm
- Forum: Abandoned/Dead Projects
- Topic: Super Mastermind draft
- Replies: 41
- Views: 3487
Re: Super Mastermind draft
[/quote]sounds almost like the harbinger lil-white mouse did :D[/quote] Indeed. I pictured doom demons as more deceptive. Like my idea would completely fool whoever into thinking "Yeah ok a mastermind with 2 chainguns, and fancy metal on its face..", then of course the thing would shoot that laser ...
- Sun Feb 22, 2009 2:55 pm
- Forum: Abandoned/Dead Projects
- Topic: Super Mastermind draft
- Replies: 41
- Views: 3487
Re: Super Mastermind draft
I used to have ideas about things like this way before i realized people made custom levels and so forth. Anyway I had an idea for a mastermind similar to that. I never learned how to do those things, or I would whip one up for ya all, but my idea basically pertained to the idea that the demons were ...
- Sun Feb 22, 2009 2:12 pm
- Forum: Abandoned/Dead Projects
- Topic: Zombie Onslaught
- Replies: 4
- Views: 912
Re: Zombie Onslaught
I'm not entirely sure of how to download from that site, since I dont see a download link anywhere, but I would like to give this wad a try. EDIT: Nevermind. Found the link tucked away in the corner of the page. Why some sites do that instead keeping the link near the file name idk. EDIT 2: Kinda ...