Search found 38 matches
- Sun Jan 11, 2015 10:03 pm
- Forum: Abandoned/Dead Projects
- Topic: [Release] Quake 1 Stuff ULTRA - version 2
- Replies: 102
- Views: 75833
Re: [Release] Quake 1 Stuff ULTRA - version 2
I've also fixed the super nailgun and lava super nailgun so they rotate correctly (also works as it should in quad damage mode). The attached decorate txt file contains the changes.
- Sun Jan 11, 2015 8:32 pm
- Forum: Abandoned/Dead Projects
- Topic: [Release] Quake 1 Stuff ULTRA - version 2
- Replies: 102
- Views: 75833
Re: [Release] Quake 1 Stuff ULTRA - version 1.9
I see a concern about the gremlin causing a crash? I'd help investigate, if you can give some more details. What circumstances do you see it happen? I'm not seeing it happen yet (tested so far only with Grunt and Rottweiler corpses) It works on some monsters, but not on others. The Shambler is one ...
- Thu Dec 11, 2014 7:24 pm
- Forum: Gameplay Mods
- Topic: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~
- Replies: 1163
- Views: 267250
Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.74 NEAT STU
While this and the token-health system has a nasty side effect of not cooperating with voodoo dolls, unfortunately it's not really something I can work around. Well, I'm sure with some ACS mastery/wizardry I could try...well, hell, Yholl had a good ol' run-in with voodoo dolls recently. I'll pick a...
- Wed Dec 10, 2014 10:25 am
- Forum: Gameplay Mods
- Topic: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~
- Replies: 1163
- Views: 267250
Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.74 NEAT STU
Hey Term, I thought you should know that you forgot the state SpawnStimpack in DestructibleDecorationBaseStates so every so often destroying a decoration will throw an error to the console when it tries to jump to state SpawnStimpack, which doesn't exist. Also I would recommend turning Hae-Lin's rad...
- Fri Oct 31, 2014 1:27 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [WIP] Project ZD3K [update: 14-09-2018] * WIP life
- Replies: 169
- Views: 47021
Re: [WIP] Project ZD3K (rebuilding it) [update: 31-10-2014]
I really like the System Shock 2 vibes I'm getting from the screenshots.
- Fri Apr 22, 2011 3:43 pm
- Forum: Gameplay Mods
- Topic: [Update] Marathon [A Doom Gameplay mod]
- Replies: 98
- Views: 30660
Re: [Update] Marathon [A Doom Gameplay mod]
Sorry, but this is only a gameplay mod. There are no custom maps whatsoever. Feel free to play through some nice megawads with it though.t3h m00kz wrote:I'm assuming this has custom made maps, judging from the screenshots..
- Sat Mar 19, 2011 1:02 pm
- Forum: Gameplay Mods
- Topic: [Update] Marathon [A Doom Gameplay mod]
- Replies: 98
- Views: 30660
Re: [Update] Marathon [A Doom Gameplay mod]
Anyway, the Marathon 1's music was made at a time when the quicktime midi instruments were different, and updates to it have made it closer to the standard GM set. The problem with this is that the original music doesn't sound like it should anymore. Thanks. I was wondering how I would fix that. I'...
- Sat Mar 19, 2011 12:49 pm
- Forum: Gameplay Mods
- Topic: [Update] Marathon [A Doom Gameplay mod]
- Replies: 98
- Views: 30660
Re: [Update] Marathon [A Doom Gameplay mod]
They don't drop ammo in Marathon all the time either.Sodaholic wrote:I think what he was referring to is that Bobs are supposed to always drop ammo, not just sometimes.
- Sat Mar 19, 2011 12:47 pm
- Forum: Graphic/Audio Patches
- Topic: [Music] Jimmy's Jukebox -- Seeking dev assistance re:ZScript
- Replies: 278
- Views: 72034
Re: [Fun] The Jimmy Jukebox v4 (It's finished.)
This project definitely sounds intriguing to me. I haven't tested it yet, but I am interested in seeing where it goes.
- Sat Mar 19, 2011 12:16 pm
- Forum: Gameplay Mods
- Topic: [Update] Marathon [A Doom Gameplay mod]
- Replies: 98
- Views: 30660
Re: [Update] Marathon [A Doom Gameplay mod]
The links have been fixed. Not exactly on topic, but what's the name of the level/wad in the first screenshot? The first screenshot is from Vrack 3. The rest are from Equinox except for the last 2, which are from Kama Sutra and Doom 2 respectively. -Bobs do not always drop ammo like they are suppose...
- Tue Mar 15, 2011 2:09 pm
- Forum: Gameplay Mods
- Topic: [Update] Marathon [A Doom Gameplay mod]
- Replies: 98
- Views: 30660
Re: [Update] Marathon [A Doom Gameplay mod]
I was actually planning on updating this eventually. My aim is to eventually have all the different classes of enemy types present in the mod, I just don't have the time to do that until the end of this semester. About the single pistol alignment, unfortunately it cannot be centered because of how t...
- Sun Nov 21, 2010 3:04 pm
- Forum: Levels
- Topic: Dawn of Reality - new version release
- Replies: 244
- Views: 28597
Re: Dawn of Reality - Official Release (see first post)
The RapidShare link boots me out of downloading the file with the error "Please stop flooding our download servers.".
- Sun Nov 21, 2010 2:44 pm
- Forum: Levels
- Topic: Dawn of Reality - new version release
- Replies: 244
- Views: 28597
Re: Dawn of Reality - Official Release (see first post)
Why not upload it to MediaFire instead of RapidShare? MediaFire is a much better file hosting site than others I have tried, including RapidShare.
- Sun Nov 14, 2010 11:40 am
- Forum: Gameplay Mods
- Topic: [Release] SD3TII (no updates 01/03/12)
- Replies: 221
- Views: 22043
Re: [WIP] SuperDoom3: Take II
Does this mean you're going to make SD3TII standalone instead of requiring the original mod to work?DBThanatos wrote:Bottom line: Im going to take a big "risky" step here, hoping I can replace everything in the proper way, deprecating ALL the old definitions, thus, getting rid of this unpredictable bug.
- Sun Oct 31, 2010 6:27 pm
- Forum: Gameplay Mods
- Topic: [Update] Marathon [A Doom Gameplay mod]
- Replies: 98
- Views: 30660
Re: [Update] Marathon [A Doom Gameplay mod]
Alright, I've added a version of the mod that uses the original Marathon MIDI music files in addition to the two previous versions. Enjoy.