Are the teleporter sounds supposed to be silent? It's a little jarring, but I get it if that's the intent.
Otherwise, I really like the feel of this.
Search found 19 matches
- Mon Jan 29, 2024 7:24 pm
- Forum: Gameplay Mods
- Topic: Act Of Violence - A Dying Breed
- Replies: 17
- Views: 12485
- Fri Jan 05, 2024 4:18 pm
- Forum: Gameplay Mods
- Topic: S T R A Y J A C K A L S (v1.2 - Updated 21/Nov/24)
- Replies: 25
- Views: 12843
Re: S T R A Y J A C K A L S
I believe I may have a slight solution...using the Vulkan rendering option, instead of OpenGL. I have had the same issue, but as soon as I swapped to Vulkan, everything was normal. Worked for me too. Funny that I learned this right as I'm wanting to test another game with Vulkan to see if it runs ...
- Mon Jan 01, 2024 5:31 pm
- Forum: Gameplay Mods
- Topic: S T R A Y J A C K A L S (v1.2 - Updated 21/Nov/24)
- Replies: 25
- Views: 12843
Re: S T R A Y J A C K A L S
Nope, I was running just this mod.
- Mon Jan 01, 2024 2:18 pm
- Forum: Gameplay Mods
- Topic: S T R A Y J A C K A L S (v1.2 - Updated 21/Nov/24)
- Replies: 25
- Views: 12843
Re: S T R A Y J A C K A L S
Same issue for me, tested with both GZDoom 4.10 and 4.11.3.
- Sun Dec 10, 2023 4:20 pm
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5365
- Views: 692005
Union Aerospace Arsenal
My idea's simple, it's a weaponset imagining what could have been standard issue with the UAC circa 1996 - stuff like a Glock 19, MP5, Barrett M90 and the like - something that has a kind of old-school aesthetic to match the feeling of pre-sourceport mapsets and the like, but with some modern ...
- Sun Dec 10, 2023 2:49 pm
- Forum: Gameplay Mods
- Topic: Volatile Material - Psycho-Combustive Reaction
- Replies: 18
- Views: 14278
Re: Volatile Material - Psycho-Combustive Reaction
Congratulations.
Considering how many mods you've made just in the past year, I had the feeling one of them would win. I'm certainly inspired, I've got ideas for a weapon mod in the style of one of yours.
Considering how many mods you've made just in the past year, I had the feeling one of them would win. I'm certainly inspired, I've got ideas for a weapon mod in the style of one of yours.
- Thu Dec 07, 2023 2:26 pm
- Forum: Gameplay Mods
- Topic: [DeusDoom: Weapons] adding Deus Ex weapons to Doom
- Replies: 72
- Views: 24117
Re: [DeusDoom: Weapons] adding Deus Ex weapons to Doom
Huh, I could have sworn you could have rotated stuff in Deus Ex. Guess it's been too long since I last played it. Fun mod, by the way. Usually I only play two or three maps of vanilla Doom 2 to test out a new weapon mod - this time I made it up to Map09 before I realized the "test" was going on far ...
- Wed Dec 06, 2023 8:37 pm
- Forum: Gameplay Mods
- Topic: [DeusDoom: Weapons] adding Deus Ex weapons to Doom
- Replies: 72
- Views: 24117
Re: [DeusDoom: Weapons] adding Deus Ex weapons to Doom
Any way to rotate items in the inventory?
- Sat Nov 04, 2023 10:56 pm
- Forum: Gameplay Mods
- Topic: Outback Anarchy - D.I.Y. R.I.P.
- Replies: 35
- Views: 20377
Re: Outback Anarchy - Anarchy in the U.A.C.
Man, how'd you guess my favorite Payday 2 character? From what I've played so far, I think my only gripe is that scripted events that spawn in barrels to immediately detonate them don't set off properly because of the replacement barrel behavior, but I can forgive it because being able to pick them ...
- Sat Sep 30, 2023 3:03 pm
- Forum: Gameplay Mods
- Topic: Volatile Material - Psycho-Combustive Reaction
- Replies: 18
- Views: 14278
Re: Volatile Material - Psycho-Combustive Reaction
I think the fists should have higher priority than grenades and Molotovs, since trying to fire a weapon when it's empty causes you to toss it from calling the reload function, and it's pretty easy to end up wasting a grenade because you tapped fire too many times with a near-empty weapon. Really ...
- Fri Sep 29, 2023 3:50 am
- Forum: Gameplay Mods
- Topic: Volatile Material - Psycho-Combustive Reaction
- Replies: 18
- Views: 14278
Re: Volatile Material - Psycho-Combustive Reaction
Ooh, this is a real interesting concept. I can think of a couple mods this will fit together perfectly with - time for one of my thrice-yearly playthroughs of Fragport. Usually when I play mods with a ton of randomly-dropped weapons and limited space for them, I tend to get very attached to one or ...
- Thu Sep 21, 2023 4:44 pm
- Forum: Gameplay Mods
- Topic: YORU NO SEI - NAKU-NARU 2 !
- Replies: 35
- Views: 15024
Re: YORU NO SEI - NAKU-NARU 2 !
Should be worth mentioning that this needs GZDoom 4.10.0 to run - I apparently last upgraded in the very short window where 4.9.0 was the latest and never needed to upgrade again until now. Feels pretty nice from what little I played with it, and well-timed considering I just spent the last two ...
- Thu Sep 21, 2023 4:27 pm
- Forum: Gameplay Mods
- Topic: War Rooster v1.3 (20/08/2022)
- Replies: 152
- Views: 58128
Re: War Rooster v1.3 (20/08/2022)
That's the thing, the title screen and intermission for a lot of more recent weapon mods still override those of the maps no matter what order I load them in. I get why War Rooster's title specifically takes priority since it makes use of a titlemap, but even stuff that doesn't - like, say, Raging ...
- Wed Sep 20, 2023 7:59 pm
- Forum: Gameplay Mods
- Topic: War Rooster v1.3 (20/08/2022)
- Replies: 152
- Views: 58128
Re: War Rooster v1.3 (20/08/2022)
Works for keeping the music playing with no monsters, thanks. I know the other stuff would need more than just a quick patch to deal with, maybe something for after the next major version if there's enough interest.
- Tue Sep 19, 2023 10:43 pm
- Forum: Gameplay Mods
- Topic: War Rooster v1.3 (20/08/2022)
- Replies: 152
- Views: 58128
Re: War Rooster v1.3 (20/08/2022)
Oh, something else I just thought of: any chance of a version that doesn't override the title/intermissions or silence the music when there are no monsters? That's about the only thing I don't like about a lot of mods I've been playing with lately.