Search found 490 matches

by VGA
Fri Sep 13, 2024 6:35 am
Forum: Gameplay Mods
Topic: HexArcana! (HexArcana V3.1)
Replies: 136
Views: 50067

Re: HexArcana! (HexArcana V3.1)

Impressive! How does this affect the game's balance/difficulty?
by VGA
Thu Nov 25, 2021 10:51 am
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 653991

Re: (V1.05 Page50) Ashes Afterglow TC

Do you have plans to put this into Steam as a free download? Like some other free conversions?
by VGA
Fri Dec 11, 2020 9:16 pm
Forum: Game Engines
Topic: EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]
Replies: 900
Views: 133860

Re: EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]

Doom4Ever and Wolfestein 3DGE by Ceejay are two great mods to show off the port. But do they work properly in latest official build?
by VGA
Wed Dec 09, 2020 5:34 am
Forum: Gameplay Mods
Topic: [3.4!] FINAL DOOMER +
Replies: 1206
Views: 454369

Re: [3.3!] FINAL DOOMER +

rockman wrote:Is there any way to make the JCP shotguns projectiles go faster?
Should be kinda easy to edit the mod to do that. Using SLADE.
by VGA
Fri Dec 04, 2020 7:45 pm
Forum: General
Topic: PowerSlave now available on GOG.com
Replies: 22
Views: 2835

Re: PowerSlave now available on GOG.com

Frankly the inaccurate description wouldn't be the first time such a mistake has been made either - I mean, back then games were often sold with completely wrong screenshots on the back of the box (IIRC doom saturn is one such example), so I don't think it's cause for concern. From what I ...
by VGA
Thu Oct 29, 2020 2:29 pm
Forum: General
Topic: Raze is not dead yet...
Replies: 62
Views: 9278

Re: Raze is not dead yet...

Improving the engine/physics/renderer fundamentally tends to break compatibility with existing game content. Ideally, someone could fork, let's say NBlood, reworking the wonky physics and getting rid of the RoR graphic bugs and limitations. Older mods and episodes will have to be ported to the new ...
by VGA
Mon Oct 12, 2020 7:59 am
Forum: TCs, Full Games, and Other Projects
Topic: Wolfenstein EC (formerly Wolfenstein 3DGE)
Replies: 169
Views: 35067

Re: Wolfenstein 3DGE

I fully played through this mod a few years ago. I think it is the best and most fun way to experience Wolf3D from start to finish. It has all the episodes, too! :wub:
by VGA
Sun Oct 11, 2020 3:58 pm
Forum: TCs, Full Games, and Other Projects
Topic: Compendium - Classic Megawad Compilation
Replies: 170
Views: 154243

Re: Compendium

Compendium is for Doom what The Undergate is for Quake. Essential download! :D ^_^ That sounds awesome. I checked to see if I could get the download for Undergate and have not been able to. Would you be able to post a link (google dropbox etc.) for the Quake Undergate map pack please? Look at the ...
by VGA
Sat Oct 10, 2020 6:01 am
Forum: Closed Bugs [Raze]
Topic: [0.7.1] Quicksaving causes player actions
Replies: 2
Views: 313

Re: [0.7.1] Quicksaving causes player actions

Something similar happened to me just now, too. I died and then quickloaded and Duke fired his shotgun immediately. I am thinking maybe I had clicked before quickloading and it carried through.
by VGA
Sat Oct 10, 2020 5:27 am
Forum: Closed Bugs [Raze]
Topic: [0.7.1 DUKE] HoM effect in certain places
Replies: 5
Views: 659

Re: [0.7.1 DUKE] HoM effect in certain places

I noticed this, too. I forgot to save/screenshot but I think it was near the endlevel switch of E1L1, standing on the little bridge, looking into the corridor. I guess some RoR glitch.

EDIT: Less noticeable glitch exists in RedNukem at the same place.
by VGA
Sat Oct 03, 2020 5:37 pm
Forum: General
Topic: Raze is not dead yet...
Replies: 62
Views: 9278

Re: Raze is not dead yet...

What does this change mean for Blood support?

Also, will we get that awesome looking Polymer lighting in Raze? It looked amazing but performance was bad in eduke32 and there were some z-fighting issues with sprites that never got resolved I think. World Tour has its own enhanced lighting thing, too!
by VGA
Fri Apr 24, 2020 6:32 pm
Forum: Gameplay Mods
Topic: [3.4!] FINAL DOOMER +
Replies: 1206
Views: 454369

Re: [3.3!] FINAL DOOMER +

I like the Machreaper as a weapon, the problem is that it consumes 3 shotgun ammo, this is a serious problem in some megawads. It sucks to constantly have to switch weapons.
by VGA
Thu Apr 02, 2020 10:08 am
Forum: TCs, Full Games, and Other Projects
Topic: Compendium - Classic Megawad Compilation
Replies: 170
Views: 154243

Re: Compendium - Classic Megawad Compilation

doomfan wrote:Thank You, you're a hero. You deserve a gf with big tits.
:lol: :lol: :lol: :D :lol:
by VGA
Wed Apr 01, 2020 6:17 pm
Forum: Gameplay Mods
Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Replies: 2009
Views: 672600

Re: Smooth Doom [UPDATE 9/25/19]

DosDoomer wrote:Does it work with DosBox? Because I want to run it with dosbox. That's the only sourceport that I can use.
I am pretty sure Doom running under Dosbox is more demanding than some source ports ...
by VGA
Wed Apr 01, 2020 11:45 am
Forum: Technical Issues
Topic: How to set a cvar with a cmdline option but not save it?
Replies: 6
Views: 663

Re: How to set a cvar with a cmdline option but not save it?

The new soundfont is inside the soundfonts folder and named DOOM64.SF2. When I use the cmdline parameter: set fluid_patchset "DOOM64" the music works fine and the option is saved in the ini. If I set it back to the default soundfont and change the mod, I can't make it work, inside SNDINFO I found ...

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