Search found 23 matches
- Sun Jan 26, 2025 11:51 am
- Forum: Gameplay Mods
- Topic: Jumping Flash Doom [2.0] The monster update!
- Replies: 20
- Views: 11091
Re: Jumping Flash Doom [2.0] The monster update!
i kinda wish this were done in a way that all the non-primary-weapon weapons were bound to mouse2, i think it'd be cool to have it be like this instead of having to switch back to the laser after using the other weapons
- Tue Feb 13, 2024 3:20 pm
- Forum: Gameplay Mods
- Topic: Rampancy - [2.1]
- Replies: 105
- Views: 83096
- Wed Feb 07, 2024 5:51 pm
- Forum: Gameplay Mods
- Topic: Rampancy - [2.1]
- Replies: 105
- Views: 83096
Re: Rampancy - [2.0]
what's with the "Robot Difficulty" option? i can't really tell what does what or why.
- Tue Jan 23, 2024 5:50 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: TREASURE TECH LAND (Demo #1 Available!)
- Replies: 29
- Views: 28167
Re: TREASURE TECH LAND (Demo #1 Available!)
oh totally, just check the guy's twitter https://twitter.com/superultra64, while i wouldn't call it a very massive trove of updates and new info, it is obvious that SuperUltra is cooking something massive.
- Thu Jul 20, 2023 1:30 pm
- Forum: General
- Topic: Any Doom WADs/Total Conversions that encourage thinking?
- Replies: 2
- Views: 858
Any Doom WADs/Total Conversions that encourage thinking?
I'm currently on the webpage for Thatcher's Techbase and it says that arcade edition is partly about "thinking as little as humanly possible," are there any good wads/total conversions that aim for the opposite of this? low-thought games are great but i do prefer it when my action games require me ...
- Sat May 20, 2023 1:22 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: DOOM CE: PSX TC & D64 Retribution, overhauled
- Replies: 28
- Views: 17789
Re: DOOM CE: PSX TC & D64 Retribution, overhauled
hey, so uhh, i'm one of those weirdos who isn't too comfortable with gore, is there a way to turn off the gore bundled with the mod(s)?
i mean, like turn it down to the point where it's about as gorey as original doom games
i mean, like turn it down to the point where it's about as gorey as original doom games
- Fri May 12, 2023 6:10 pm
- Forum: Gameplay Mods
- Topic: Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)
- Replies: 226
- Views: 89683
Re: Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)
I don't really plan on changing Samus' view height since we already have a considerable amount of assets and my maps would have to be changed. This would also mess with vanilla maps and other maps in general. i mean, it isn't too important for complete map compatibility, i'm a treasure tech lady ...
- Sat Apr 22, 2023 3:34 pm
- Forum: Technical Issues
- Topic: how to open mapmods with gameplay mods
- Replies: 10
- Views: 1454
Re: how to open mapmods with gameplay mods
Alternatively, you launch GZDoom via the commandline. Assuming you put it in /Applications, you'd do /Applications/GZDoom.app/Contents/MacOS/gzdoom -file map.wad mod.pk3 (you can even make bash scripts to launch various profiles for you) :) damn it i've been trying on and off to get this to work ...
- Thu Apr 20, 2023 1:11 pm
- Forum: Technical Issues
- Topic: how to open mapmods with gameplay mods
- Replies: 10
- Views: 1454
Re: how to open mapmods with gameplay mods
Alternatively, you launch GZDoom via the commandline. Assuming you put it in /Applications, you'd do /Applications/GZDoom.app/Contents/MacOS/gzdoom -file map.wad mod.pk3 (you can even make bash scripts to launch various profiles for you) :) damn it i've been trying on and off to get this to work ...
- Wed Apr 05, 2023 12:33 pm
- Forum: Technical Issues
- Topic: how to open mapmods with gameplay mods
- Replies: 10
- Views: 1454
Re: how to open mapmods with gameplay mods
I also have my own launcher written in Electron so that it runs on all platforms (yes even that one), but it's not finished yet; I'd have to walk you through some manual setup things, and there's features that don't work yet and such. i'm not in the mood to work unfinished software, but! if/when ...
- Tue Apr 04, 2023 9:14 pm
- Forum: Technical Issues
- Topic: how to open mapmods with gameplay mods
- Replies: 10
- Views: 1454
Re: how to open mapmods with gameplay mods
[/quote] This launcher works on Mac: https://github.com/FreaKzero/ssgl-doom-launcher/releases/tag/v1.1.1 Alternatively, you launch GZDoom via the commandline. Assuming you put it in /Applications, you'd do /Applications/GZDoom.app/Contents/MacOS/gzdoom -file map.wad mod.pk3 (you can even make bash ...
- Tue Apr 04, 2023 4:32 pm
- Forum: Technical Issues
- Topic: how to open mapmods with gameplay mods
- Replies: 10
- Views: 1454
Re: how to open mapmods with gameplay mods
i need one that works on mac.axredneck wrote: ↑Tue Apr 04, 2023 3:19 pm I personally use a launcher to load multiple mods at once.
https://github.com/Youda008/DoomRunner
- Tue Apr 04, 2023 1:56 pm
- Forum: Technical Issues
- Topic: how to open mapmods with gameplay mods
- Replies: 10
- Views: 1454
Re: how to open mapmods with gameplay mods
can someone help, please?
- Mon Apr 03, 2023 11:08 am
- Forum: Technical Issues
- Topic: how to open mapmods with gameplay mods
- Replies: 10
- Views: 1454
how to open mapmods with gameplay mods
so i *really* like treasure tech, and i want to play it with some map mods! but, i dont really know how. i've tried it with myhouse, as well as exomoon, on top of others, but the 'new game' option just sends me to hell on earth. the same thing happens when i try to load them with *only* precise ...
- Sat Mar 25, 2023 11:47 am
- Forum: Technical Issues
- Topic: having issues with getting doom to play on mac
- Replies: 13
- Views: 1972
Re: having issues with getting doom to play on mac
it works! thank you so much.wildweasel wrote: ↑Fri Mar 24, 2023 9:50 pm It should be added to the terminal command you use to run GZDoom. For example:Code: Select all
./GZDoom.app/Contents/MacOS/gzdoom +vid_preferbackend 1