Search found 23 matches
- Fri Feb 02, 2024 9:52 am
- Forum: Gameplay Mods
- Topic: OMERTÁ - A Blue Moon In Your Eyes
- Replies: 24
- Views: 12331
Re: OMERTÁ - A Blue Moon In Your Eyes
So...what's the difference between this and Raging Bull, aside from cosmetics?
- Wed Sep 13, 2023 9:07 am
- Forum: Gameplay Mods
- Topic: Raging Bull - Push It To The Limit
- Replies: 65
- Views: 26366
Re: Raging Bull - Push It To The Limit
Either way, applying "Weapon.WeaponScaleX 1.2" to all the weapons will give them the appropriate width in 16:9, which includes the scope overlay.
- Tue Sep 12, 2023 8:06 pm
- Forum: Gameplay Mods
- Topic: Raging Bull - Push It To The Limit
- Replies: 65
- Views: 26366
Re: Raging Bull - Push It To The Limit
3.88.2.0, aspect ratio forced to 16:9. In your screenshot is the issue I'm talking about. The weapon is thinner than it should be. When I run video in 4:3 stretched, all the sprites (weapons included, of course) look much more natural, at the cost of the level, plus its contents, being too wide ...
- Tue Sep 12, 2023 6:30 pm
- Forum: Gameplay Mods
- Topic: Raging Bull - Push It To The Limit
- Replies: 65
- Views: 26366
Re: Raging Bull - Push It To The Limit
Can you tell me your version of LZDoom and video settings? I tried the latest version of LZDoom and I'm having the exact same issues.LossForWords wrote: ↑Tue Sep 12, 2023 2:57 pm That's an issue with the way resolutions work in GZDoom.
I use LZDoom, and it works fine.
- Tue Sep 12, 2023 6:22 am
- Forum: Gameplay Mods
- Topic: Raging Bull - Push It To The Limit
- Replies: 65
- Views: 26366
Re: Raging Bull - Push It To The Limit
I've noticed a graphics issue of my own. The sprites and textures, such as weapons and bullet holes, only display at the correct width when display settings are set to STRETCHED 4:3. if I play on 16:9, all the weapons, bullet holes, PSG1 scope overlay, you name it, nothing displays properly ...
- Mon Sep 04, 2023 7:40 am
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1705000
Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
During my latest playthroughs, I've been feeling like the basic battle rifle tends to overshadow other machine gun weapons, even of higher rarities. It provides high accuracy, ROF and a quick reload speed, which makes it pretty damn good at clearing out zombies. Its lower base damage isn't even a ...
- Sun Aug 20, 2023 9:58 pm
- Forum: Gameplay Mods
- Topic: Xim's GZDoom3 for Classic Doom (Update OCT/27/23)
- Replies: 67
- Views: 35789
Re: Xim's GZDoom3 for Classic Doom (Update MAR/31/23)
Is it just me or some of the texture replacements make Doom vanilla levels look like a NES game?
- Mon Jul 17, 2023 5:14 am
- Forum: Gameplay Mods
- Topic: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading
- Replies: 741
- Views: 160700
Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading
Oh, I don't know if anyone else noticed this but...Submunitions is a VERY bad idea on slaughter maps. The sheer number spawned will easily destroy your frame rate and make the game unplayable. With the right build and a few levels, you practically have something equivalent to the "kill monsters ...
- Sun Jul 16, 2023 8:12 am
- Forum: Gameplay Mods
- Topic: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading
- Replies: 741
- Views: 160700
Re: [0.10.2] Gun Bonsai -- everything-compatible weapon upgrading
how difficult would it be to create a new menu that restricts upgrades to specific weapons? The freedom of choice is great, it's just that I think the ability to give more personality to the weapons would be pretty interesting.
- Fri Jul 14, 2023 4:37 am
- Forum: Gameplay Mods
- Topic: YWBIND- GZD, ZDoom, Zandro
- Replies: 5
- Views: 2100
Re: YWBIND- GZD, ZDoom, Zandro
Size Multipliers and Filtering have no effect on Voxels. They are rendered in one resolution when they are made and only gain clarity with distance and not with filters. The Resize and Filtering were specifically made to affect textures and sprites. Voxels are a completely different build of ...
- Thu Jul 13, 2023 9:41 pm
- Forum: Gameplay Mods
- Topic: YWBIND- GZD, ZDoom, Zandro
- Replies: 5
- Views: 2100
Re: YWBIND- GZD, ZDoom, Zandro
I've noticed a little texture issue. I'm using GZDoom 4.8.2 When using xBRZ texturing filtering, specifically with the 2x multiplier, it causes texture glitches on some objects. So far, I've noticed it on Sergeant corpses and Shotgun objects. It also happens on a lesser scale if I use the 4x ...
- Tue Jul 11, 2023 6:09 pm
- Forum: Gameplay Mods
- Topic: Embers Of Armageddon
- Replies: 129
- Views: 68251
Re: Embers Of Armageddon
While I never played the actual Doom 2016 game, this mod feels like a very convincing demake. Everything handles fluidly and intuitively. Although it works fine in the original Doom, it is best played in Doom II. A few of the mastery upgrades require enemies that only exist in the second game. Also ...
- Tue Jul 11, 2023 5:35 pm
- Forum: Gameplay Mods
- Topic: CARNIVORE DISASTER V1.4 (02/07/23)
- Replies: 18
- Views: 12759
Re: CARNIVORE DISASTER V1.4 (02/07/23)
Zombie men have sprites that match the size of their radius. The raptors sprites vary wildly in size, depending on facing. It's difficult to know where to shoot them.
- Tue Jul 11, 2023 2:07 pm
- Forum: Gameplay Mods
- Topic: CARNIVORE DISASTER V1.4 (02/07/23)
- Replies: 18
- Views: 12759
Re: CARNIVORE DISASTER V1.4 (02/07/23)
Well...I tried playing it but...there are issues. The raptor hitboxes are quite small, which amplifies not only the issue of absent ammo drops in vanilla maps but their aggressive exploration behavior. E1M1 had me fighting off dozens of raptors in the starting area within seconds. Needless to say ...
- Sun Jun 25, 2023 10:29 pm
- Forum: Gameplay Mods
- Topic: DoomDynMus - a dynamic music mod
- Replies: 177
- Views: 86425
Re: DoomDynMus - a dynamic music mod
Not sure if it's the same mod but typing DoomDynMus in github lead me to this link :Death_Ripper666 wrote: ↑Fri Jun 23, 2023 1:57 pm idk if the op is reading this, but the links to the mod itself is broken on either links. Just wanted to point out that out.
https://github.com/jankespro12/DoomDynMus