Search found 27 matches
- Wed Oct 04, 2023 6:09 pm
- Forum: Closed Bugs [GZDoom]
- Topic: "Could not find patch set gzdoom" but I can't figure out why
- Replies: 8
- Views: 2125
Re: "Could not find patch set gzdoom" but I can't figure out why
I'm having the exact same problem, but with the latest dev build (gzdoom-x64-g4.12pre-10-g48ba63c02) instead. I use FluidSynth and It keeps saying it can't find my MIDI patches, so I switched to GUS Emulation instead, but it still crashes saying it can't find the default GZDoom MIDI patch. My latest ...
- Mon May 30, 2022 6:24 am
- Forum: Gameplay Mods
- Topic: Zeta-Dimensional Shopping System for DoomRL Arsenal [2.9]
- Replies: 108
- Views: 39633
Re: Zeta-Dimensional Shopping System for DoomRL Arsenal [2.8
Oh, neat. Thanks for the info, I really appreciate it.Simon-v wrote:Yes, it was added in version 2.4.
It is an item you can buy from the shop. It can be activated to enter targeting mode. After locking on a remote item, that item will be teleported towards you. It is powered by phase devices.
- Wed May 25, 2022 1:55 am
- Forum: Gameplay Mods
- Topic: Zeta-Dimensional Shopping System for DoomRL Arsenal [2.9]
- Replies: 108
- Views: 39633
Re: Zeta-Dimensional Shopping System for DoomRL Arsenal [2.8
Did the "remote item picker" ever get implemented? And if it did, how is it used?
- Mon Jan 11, 2021 2:17 am
- Forum: Gameplay Mods
- Topic: [V1.2] Amourverse DOOM: Yesenia (FINAL UPDATE)
- Replies: 49
- Views: 12025
Re: [V1.11] Amourverse DOOM: Yesenia (Doom gameplay mod)
Fantastic update. The mod feels so much better to play now. And it's pretty cool that you added toggles for the legs/footsteps/voice clips. More options is always nice.
- Sat Jan 02, 2021 4:00 pm
- Forum: Gameplay Mods
- Topic: [V1.2] Amourverse DOOM: Yesenia (FINAL UPDATE)
- Replies: 49
- Views: 12025
Re: [V1.02] Amourverse DOOM: Yesenia (Doom gameplay mod)
My last post was kind of all criticism and no compliments, which I should have considered more when I was typing it up, so here's some things I really like about the mod: * Nailing an enemy with the fully charged Sluggershard altfire feels *really* good. It has great audio and visual feedback. * The ...
- Sat Jan 02, 2021 2:50 am
- Forum: Gameplay Mods
- Topic: [V1.2] Amourverse DOOM: Yesenia (FINAL UPDATE)
- Replies: 49
- Views: 12025
Re: [V1.02] Amourverse DOOM: Yesenia (Doom gameplay mod)
I played this mod recently, it seems pretty cool. Not a lot of Pokemon-themed Doom mods out there. Some thoughts: * The pistol is kind of worthless. I could go on a big rant about this (a lot of mods fall into this same trap - hell, vanilla Doom itself falls into this same trap), but I won't. If the ...
- Fri Sep 06, 2019 5:15 am
- Forum: Gameplay Mods
- Topic: Zeta-Dimensional Shopping System for DoomRL Arsenal [2.9]
- Replies: 108
- Views: 39633
Re: Zeta-Dimensional Shopping System for DoomRL Arsenal [2.1
Oh man, thank you so much for making this mod. I wanted something like this for DRLA so badly and if I knew how to code I would have made it myself.
- Fri May 17, 2019 1:38 pm
- Forum: Gameplay Mods
- Topic: [WIP] AIM: Make Every Shot Count
- Replies: 17
- Views: 4049
Re: [WIP] AIM: Make Every Shot Count
You said you tested this on version 3.3.2 of GZDoom? I can only get it to work on version 3.3.1. Anything newer than that, no dice.
FAKE EDIT: It also works on the very latest version of GZDoom, 4.1.2. So I guess that problem's solved?
FAKE EDIT: It also works on the very latest version of GZDoom, 4.1.2. So I guess that problem's solved?
- Sat May 11, 2019 8:26 pm
- Forum: Gameplay Mods
- Topic: [WIP] AIM: Make Every Shot Count
- Replies: 17
- Views: 4049
Re: [WIP] AIM: Make Every Shot Count
What source port is this meant to be used with? I'm using version 4.1.0 of GZDoom and when I start a new game I don't have any weapons at all, not even the "best gun" that I'm supposed to.
- Tue Apr 30, 2019 12:52 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Memoirs of Magic: Full Game is Now Avaliable!
- Replies: 568
- Views: 100077
Re: Memoirs of Magic: Full Game is Now Avaliable!
Ok so, yeah, I was being a bit overdramatic earlier. I'm just so used to playing Doom that when the strategy of "kill the hell out of the first enemy you see" doesn't work, and the game expects me to actually run away from some enemies, it short circuits my brain. I hauled ass through the forest and ...
- Mon Apr 29, 2019 3:40 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Memoirs of Magic: Full Game is Now Avaliable!
- Replies: 568
- Views: 100077
Re: Memoirs of Magic: Full Game is Now Avaliable!
Oh yes, just a heads up since I forgot to mention this; If the demo wasn't any indicator, this game is TOUGH, so be prepared! Yes, this game is very, very tough. Almost too tough. And there are no difficulty options on top of that. I love everything about this game - the aesthetic, the character ...
- Tue Mar 12, 2019 8:07 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7027
- Views: 1722202
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
Found some bugs while messing around in the test map: The Triad Cannon forces a weapon switch if you hit the altfire button/key, as though you tried to use an altfire without having enough ammo - even if you have the maximum possible rocket ammo cap of 600 (with the Dedicated Backpack.) The ...
- Mon Feb 04, 2019 1:18 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Compendium - Classic Megawad Compilation
- Replies: 170
- Views: 154459
Re: Compendium - Classic Megawad Compilation
And I noticed that you can't jump or crouch while playing a megawad. Is this a bug or was intentionally made? A lot of older megawads/mapsets weren't designed with (G)ZDoom's jumping and crouching in mind, so those have jumping and crouching disabled. You can manually activate them in (G)ZDoom's ...
- Tue Oct 09, 2018 7:57 am
- Forum: Gameplay Mods
- Topic: Shades of Doom v4.1 (07-09-23)
- Replies: 378
- Views: 121721
Re: Shades of Doom v1.2 - More, more, more!!! (05/20/18)
Would it be possible to use a gore mod like Ketchup with this, or would it be incompatible due to every enemy variant needing its own unique death sprites?
- Fri Nov 10, 2017 1:24 am
- Forum: Gameplay Mods
- Topic: La Tailor Girl v1.90 Plain Black [updated June 30 2024]
- Replies: 503
- Views: 364166
Re: La Tailor Girl [Early Beta] Healing
I really like this mod. I seriously wonder why this kind of armor system hadn't been implemented before (DRLA something similar but it was kind of rare and mostly confined to armor + boot set bonuses) Question/bug report: Is the maid outfit supposed to overheal to 999 like the nurse outfit? Because ...