
Search found 207 matches
- Sat Jul 16, 2016 11:49 pm
- Forum: Gameplay Mods
- Topic: [1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
- Replies: 708
- Views: 205951
Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta
Oh man, I have wanted to see something like this for a long time. This looks fantastic! 

- Sat Jan 03, 2015 5:39 am
- Forum: Editing (Archive)
- Topic: Adding to PK3 via WinRAR (no longer working) [RESOLVED]
- Replies: 8
- Views: 911
Re: Adding to PK3 via WinRAR (no longer working)
7Zip saved the day, now I know what to do next time if this problem ever arises again. Thanks Enjay!
- Fri Jan 02, 2015 2:41 pm
- Forum: Editing (Archive)
- Topic: Adding to PK3 via WinRAR (no longer working) [RESOLVED]
- Replies: 8
- Views: 911
Re: Adding to PK3 via WinRAR (no longer working)
Alright, it might be write protected, I was able to for example open up the zdoom.pk3 with no problem, in WinRAR as well as SLADE, but the ROTT one says its invalid.
- Fri Jan 02, 2015 2:12 pm
- Forum: Editing (Archive)
- Topic: Adding to PK3 via WinRAR (no longer working) [RESOLVED]
- Replies: 8
- Views: 911
Re: Adding to PK3 via WinRAR (no longer working)
It doesn't appear to be write protected, renaming didn't help.
- Fri Jan 02, 2015 10:33 am
- Forum: Editing (Archive)
- Topic: Adding to PK3 via WinRAR (no longer working) [RESOLVED]
- Replies: 8
- Views: 911
Adding to PK3 via WinRAR (no longer working) [RESOLVED]
Unless my memory fails to serve me correctly I recall being able to add stuff to PK3s via WinRAR in the past but now the 'Add' is grayed out. I can only extract files from PK3s now, not edit them, not even save them inside. I wanted to alter some values in Return of the Triad's DECORATE for my ...
- Wed Apr 11, 2012 2:40 am
- Forum: Gameplay Mods
- Topic: D2toD1 [simple spawner experiment]
- Replies: 9
- Views: 2017
Re: D2toD1 [simple spawner experiment]
When playing through Plutonia (goddamn I hate Barons now) I noticed on MAP26 in an area with originally Fatsos and Revenants that the Barons were starting shit with each other to my horror, so I went to check it out and whatever went awry before should not happen again. Sorry for the inconvenience.
- Tue Apr 10, 2012 11:33 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Threshold Of Pain II - ACT 2 RELEASED
- Replies: 81
- Views: 22850
Re: Threshold Of Pain II
Oh yes, I definitely approve, as I enjoyed ToP very much, good to see you're working on the sequel finally.
- Mon Apr 09, 2012 4:10 pm
- Forum: Gameplay Mods
- Topic: D2toD1 [simple spawner experiment]
- Replies: 9
- Views: 2017
Re: D2toD1 [simple spawner experiment]
I'd actually kinda like to see something like this in the other direction. To play through Ultimate Doom with Doom 2 enemies and SSG spawning on the levels. You may (or may not be) in luck as that was my other experiment I did recently called D1toD2 and it does just as you said. But I can't up it ...
- Sun Apr 08, 2012 11:16 pm
- Forum: Gameplay Mods
- Topic: D2toD1 [simple spawner experiment]
- Replies: 9
- Views: 2017
Re: D2toD1 [simple spawner experiment]
Took a moment to figure out what I was doing wrong again but I got it to work finally, so there you have it.
- Sun Apr 08, 2012 8:58 pm
- Forum: Gameplay Mods
- Topic: D2toD1 [simple spawner experiment]
- Replies: 9
- Views: 2017
Re: D2toD1 [simple spawner experiment]
I've made a derpy mistake of not replacing the BossEye and was baffled by the D2 monsters spawning in on MAP30, so I've fixed it. Unfortunately I don't know how to get the Baron and Cacos to lower the walls and raise the platform in MAP07, even with new inherited actors using +BOSSDEATH and A ...
- Sun Apr 08, 2012 5:24 pm
- Forum: Gameplay Mods
- Topic: D2toD1 [simple spawner experiment]
- Replies: 9
- Views: 2017
D2toD1 [simple spawner experiment]
Fix #1: BossEye now spawns only D1 actors. Fix #2: Fatso and Arachnotron specific replacements (called BDBaronOfHell and BDCacodemon) now execute tag 666. BD = BossDeath. Final Fix: Infighting between Barons due to a Species mislabeling has been remedied. Nothing should be wrong now, except the ...
- Mon Mar 19, 2012 3:18 am
- Forum: Abandoned/Dead Projects
- Topic: Brütal Doom v0.18
- Replies: 6768
- Views: 806027
Re: Brütal Doom v0.15a Hotfix
I figure it should be pretty duh obvious if you play at a high res and with this mod and all it's FX and you're on HR style levels you're going to suffer SOME kind of lag due to the core engine limitations being pushed more than what it was designed around. I play at 640x480 on a shitty on-board ...
- Sun Mar 18, 2012 2:41 am
- Forum: General
- Topic: Your favorite ZDoom mods? Top five list if you can.
- Replies: 22
- Views: 4968
Re: Your favorite ZDoom mods? Top five list if you can.
5. Unloved Silent Hill is one of my favourite franchises of all time, and to see it become inspiration for a Doom map is beyond words for me. A work of art in all sense of the word, very well done. Oh fuck, how could I forget this? Well as far as ZDoom exclusive mapsets are concerned that one is my ...
- Fri Mar 16, 2012 8:27 pm
- Forum: Gameplay Mods
- Topic: Satanic Redux V10.8 Released! 5/31/12
- Replies: 117
- Views: 28861
Re: Satanic Redux V10.5 Released! 2/27/12
I had the Vengeful, but it wasn't working too well. Also I'm not really sure how Necroshroud works, because I couldn't attack when invisible as it'd disable. I guess i would be useful defensively.
- Thu Mar 15, 2012 1:56 pm
- Forum: General
- Topic: Your favorite ZDoom mods? Top five list if you can.
- Replies: 22
- Views: 4968
Your favorite ZDoom mods? Top five list if you can.
1. Brutal Doom (need I say more? THE best mod IMO) 2. Polaris - The Gift (this thing's a running contender for best mod, I just really like it) 3. 6Axis (great stuff here, looks and feels pretty damn good) 4. Satanic Redux (once gotten the hang of it I've found it to be one of the more enjoyable ...