Search found 297 matches
- Thu Apr 04, 2024 4:49 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Prevent GZDoom from renaming itself
- Replies: 3
- Views: 2323
Re: Prevent GZDoom from renaming itself
The option is already there and always was, but it seems I didn't put it in the menu for whatever reason, either I forgot or I thought it didn't need it. You're the first person who's asked to disable it, but I've always left the option to do so in there, anyway, because I figured the feature would ...
- Sun Mar 31, 2024 10:51 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Prevent GZDoom from renaming itself
- Replies: 3
- Views: 2323
Prevent GZDoom from renaming itself
This has been pointed out today in a stream and now it really bothers me... So: GZDoom does this backwards thinking thing where it shows the mod name and map on the title by default. Thing is: some screencap sources looks up for the name, and this accursed habit of GZDoom gets in the way... But for ...
- Sat Nov 12, 2022 3:52 am
- Forum: TCs, Full Games, and Other Projects
- Topic: The Legend of DOOM (v1.2.0-beta1) *updated 2025.1.20*
- Replies: 73
- Views: 42164
Re: The Legend of DOOM (v1.1.0)
Here's an UI idea: add the "Weapon Numbers", along with passive items on the UI so we can tell what we have.
- Mon Aug 01, 2022 3:32 pm
- Forum: Gameplay Mods
- Topic: Jumping Flash Doom [2.0] The monster update!
- Replies: 20
- Views: 11091
Re: Jumping Flash Doom
Can't wait for Icarus to review this one. It has really good presentation and feel to it!
Only one thing: dunno if Jumping Flash had it, but make weapon select/deselect instant as there's no indication of which weapon you selected until the icon is highlighted.
Only one thing: dunno if Jumping Flash had it, but make weapon select/deselect instant as there's no indication of which weapon you selected until the icon is highlighted.
- Mon Jun 27, 2022 8:49 am
- Forum: On Hold Suggestions
- Topic: Support for DOOM 64
- Replies: 12
- Views: 13477
Re: Support for DOOM 64
Could talk with the dev of Doom 64 EX about it, since he did work with the Doom 64 Remaster and may be able to see what can be done about it faster.
- Wed Oct 27, 2021 12:20 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Castlevania: Simon's Destiny [V1.4 OUT!]
- Replies: 256
- Views: 242977
Re: Castlevania: Simon's Destiny [V1.4 OUT!]
Reposting this in the correct thread now: So, I've noticed something about a certain boss... The Creature and Igor. The boss fight is WAY too overwhelming with no protection and pretty much demands you have the Holy Water to be able to stunlock The Creature. My suggestion? Add a couple shelves to ...
- Mon Oct 25, 2021 10:50 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Castlevania: Simon's Destiny [V1.4 OUT!]
- Replies: 256
- Views: 242977
Re: Castlevania: Simon's Destiny [V1.4 OUT!]
Reposting this in the correct thread now: So, I've noticed something about a certain boss... The Creature and Igor. The boss fight is WAY too overwhelming with no protection and pretty much demands you have the Holy Water to be able to stunlock The Creature. My suggestion? Add a couple shelves to ...
- Mon Oct 25, 2021 10:49 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Castlevania 3 For Simons Destiny TC Updated Oct 23/23
- Replies: 20
- Views: 10023
Re: Castlevania 3 For Simons Destiny v2.0 TC Updated 10/17/2
So, I've noticed something about a certain boss... The Creature and Igor. The boss fight is WAY too overwhelming with no protection and pretty much demands you have the Holy Water to be able to stunlock The Creature. My suggestion? Add a couple shelves to the room, a surgery table and/or a desk to ...
- Mon Oct 25, 2021 7:23 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Castlevania 3 For Simons Destiny TC Updated Oct 23/23
- Replies: 20
- Views: 10023
Re: Castlevania 3 For Simons Destiny v2.0 TC Updated 10/17/2
So, I've noticed something about a certain boss... The Creature and Igor. The boss fight is WAY too overwhelming with no protection and pretty much demands you have the Holy Water to be able to stunlock The Creature. My suggestion? Add a couple shelves to the room, a surgery table and/or a desk to ...
- Sat May 22, 2021 5:57 pm
- Forum: Gameplay Mods
- Topic: Iron Snail [New v2.0 test 30/10/21]
- Replies: 98
- Views: 73158
Re: Iron Snail [New v2.0 test 17/04/21]
A couple ideas:
1. Add the ability to hold multiple weapons per slot as an option.
2. Add the option to have the Metal Slug-style weapon management (as in: you can't carry multiple weapons, picking a new one ditches your current weapon)
1. Add the ability to hold multiple weapons per slot as an option.
2. Add the option to have the Metal Slug-style weapon management (as in: you can't carry multiple weapons, picking a new one ditches your current weapon)
- Sat Jan 02, 2021 4:07 pm
- Forum: General
- Topic: What is essential for an IWAD/IPK3?
- Replies: 3
- Views: 755
What is essential for an IWAD/IPK3?
What lumps and files am I expected to have when starting to craft an IWAD or IPK3 (preferably IPK3 for the sake of practicality)? Also, what would be the ideal IWADINFO for it, in case the one in the Wiki is not viable?
- Mon Nov 16, 2020 5:37 pm
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3109
- Views: 396683
Re: SLADE Discussion - Latest: v3.1.12 (26/May/2020)
I wonder if Slade3 will ever have Voxel conversion, visualization and offseting (Since Slab6 is outdated and complex as hell), and/or a Visual SBARINFO editor (since, well, there is a Textures editor, so why not?)
- Mon Aug 24, 2020 12:13 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [WIP] Descent-esque Game
- Replies: 6
- Views: 1490
Re: [WIP] Descent-esque Game
Finally someone made the move I've been waiting for YEARS. Thank you so much!
- Wed Jul 08, 2020 7:33 pm
- Forum: Gameplay Mods
- Topic: [WIP] Blaster Master DooM
- Replies: 20
- Views: 4395
Re: [WIP] Blaster Master DooM
Honestly... So far this is nothing like the NES one by any mile. I'd advise taking your own twists and make the project something else entirely to prevent deception via name. I mean, I wouldn't consider it deception, and while I do know that it is nothing like the games currently, It is based on ...
- Wed Jul 08, 2020 6:29 pm
- Forum: Gameplay Mods
- Topic: [WIP] Blaster Master DooM
- Replies: 20
- Views: 4395
Re: [WIP] Blaster Master DooM
Honestly... So far this is nothing like the NES one by any mile. I'd advise taking your own twists and make the project something else entirely to prevent deception via name. EDIT: No, I don't want you to quit your project or anything, before you think that. I want to see it improve but also avoid ...