Search found 490 matches
- 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?
- 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?
- 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?
- Wed Dec 09, 2020 5:34 am
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1206
- Views: 454369
Re: [3.3!] FINAL DOOMER +
Should be kinda easy to edit the mod to do that. Using SLADE.rockman wrote:Is there any way to make the JCP shotguns projectiles go faster?
- 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 ...
- 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 ...
- 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! 
- 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 ...
- 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.
- 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.
EDIT: Less noticeable glitch exists in RedNukem at the same place.
- 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!
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!
- 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.
- 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.
- 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]
I am pretty sure Doom running under Dosbox is more demanding than some source ports ...DosDoomer wrote:Does it work with DosBox? Because I want to run it with dosbox. That's the only sourceport that I can use.
- 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 ...