Search found 209 matches
- Sun Aug 17, 2014 1:07 pm
- Forum: Off-Topic
- Topic: The Still New What Did You Last Do Thread
- Replies: 29604
- Views: 1533990
Re: The New What Did You Last Do Thread
I've been working on a Carmageddon mod for GZDoom, using Sarge's test bike mod. Still very buggy to drive, but the main thing I'm doing is attempting to recreate some of Carma 1's ped deaths (such as spinning in the air, splattering, etc). I've only started work on the Zombieman so far. I've also ...
- Fri Feb 07, 2014 11:08 am
- Forum: Gameplay Mods
- Topic: [WIP/Release] Brutal Doom SE
- Replies: 630
- Views: 146495
Re: [WIP/Release] Brutal Doom SE
I had the same problem. The brightmaps need to be loaded in the right order, with the brightmaps loading first and BD-SE loading second. Qbasicer's version of ZDL might help.
- Tue Jan 14, 2014 1:16 am
- Forum: Gameplay Mods
- Topic: [WIP/Release] Brutal Doom SE
- Replies: 630
- Views: 146495
Re: [WIP/Release] Brutal Doom SE
Bug: When you saw a demon corpse until it splits open, you can keep chainsawing it forever. Blood and guts will keep flying out.
- Sat Jan 11, 2014 2:39 pm
- Forum: General
- Topic: Mod Download Broken? Request Reuploads Here
- Replies: 4990
- Views: 1250619
Re: Mod Download Broken? Request Reuploads Here
Could anyone spare a couple of links for the widescreen HUDS for Heretic and HeXen, like the ones found here?
HeXen - by Nash:
http://forum.zdoom.org/viewtopic.php?f=19&t=31680
Heretic - by Neoworm:
http://forum.zdoom.org/viewtopic.php?f=19&t=31746
HeXen - by Nash:
http://forum.zdoom.org/viewtopic.php?f=19&t=31680
Heretic - by Neoworm:
http://forum.zdoom.org/viewtopic.php?f=19&t=31746
- Sun Jan 05, 2014 1:17 pm
- Forum: Graphic/Audio Patches
- Topic: [WIP] Software Brightmaps - Serpent Rider's Heretic Pack
- Replies: 50
- Views: 9451
Re: [WIP] Software Brightmaps - Updated with item pack
This is badass. This would look really cool in something like the PSX TC. But on something unrelated, do you have a link for the D64 HUD?
- Thu Dec 26, 2013 2:41 pm
- Forum: Gameplay Mods
- Topic: [WIP/Release] Brutal Doom SE
- Replies: 630
- Views: 146495
Re: [WIP/Release] Brutal Doom SE
Reducing the blood caused by the Chainsaw may also help the performance for some people as well, but I think the blood in itself is fine, though.
- Wed Dec 25, 2013 3:23 pm
- Forum: Gameplay Mods
- Topic: [WIP/Release] Brutal Doom SE
- Replies: 630
- Views: 146495
Re: [WIP/Release] Brutal Doom SE
I guess you could add a small delay after each swipe so the rate of the primary fire will still be useful.
- Wed Dec 25, 2013 2:24 pm
- Forum: Gameplay Mods
- Topic: [WIP/Release] Brutal Doom SE
- Replies: 630
- Views: 146495
Re: [WIP/Release] Brutal Doom SE
No. You make a claim, you post the evidence. Neither have I seen any of those types of comments here. Or, we could just stop all of the drama, and stop ruining SigFloyd's thread. Yeah, alright. Might as well stop it here. Anyway, I finally managed to try the new Chainsaw, and in my opinion, it ...
- Wed Dec 25, 2013 1:25 pm
- Forum: Gameplay Mods
- Topic: [WIP/Release] Brutal Doom SE
- Replies: 630
- Views: 146495
Re: [WIP/Release] Brutal Doom SE
No. You make a claim, you post the evidence. Neither have I seen any of those types of comments here.
- Wed Dec 25, 2013 6:47 am
- Forum: Gameplay Mods
- Topic: [WIP/Release] Brutal Doom SE
- Replies: 630
- Views: 146495
Re: [WIP/Release] Brutal Doom SE
Wait, what? You were complaining over something optional, nobody else. What exactly was wrong with the discussion before? What's the problem here?
- Tue Dec 24, 2013 1:26 pm
- Forum: Gameplay Mods
- Topic: [WIP/Release] Brutal Doom SE
- Replies: 630
- Views: 146495
Re: [WIP/Release] Brutal Doom SE
Uhh... isn't there a mutator he can simply use instead?
And this is a game where you can carry 8 guns, 400 bullets, 100 shells, 100 rockets, plenty of big cell packs and still be able to run 60 mph.
And this is a game where you can carry 8 guns, 400 bullets, 100 shells, 100 rockets, plenty of big cell packs and still be able to run 60 mph.
- Tue Dec 24, 2013 2:49 am
- Forum: Gameplay Mods
- Topic: [WIP/Release] Brutal Doom SE
- Replies: 630
- Views: 146495
Re: [WIP/Release] Brutal Doom SE
I kinda meant the corpses which you need to destroy in order to get a monster weapon. It was annoying to lunge forward after attacking it for a split-second, and I don't know if the 'Old Chainsaw Attack' mutator replaces the original Chainsaw code (most likely does though, makes sense), so I was ...
- Tue Dec 24, 2013 2:15 am
- Forum: Gameplay Mods
- Topic: [WIP/Release] Brutal Doom SE
- Replies: 630
- Views: 146495
Re: [WIP/Release] Brutal Doom SE
It might be a good idea to make another mutator so people can have the 300 / 600 bullet count back. Another thing I want to ask, even though I haven't tried it yet, does the 'Old Chainsaw Attack' mutator have the new alt-fire? Even though I enjoyed the lunging the Chainsaw did to the enemies, it was ...
- Mon Dec 23, 2013 4:55 pm
- Forum: Gameplay Mods
- Topic: [WIP/Release] Brutal Doom SE
- Replies: 630
- Views: 146495
Re: [WIP/Release] Brutal Doom SE
Are you thinking about extending bullet count to 400/800? Because most people voted 'yes' on the poll, so I'm wondering what you currently think about this feature.
- Sun Dec 15, 2013 2:11 pm
- Forum: Off-Topic
- Topic: The Still New What Did You Last Do Thread
- Replies: 29604
- Views: 1533990
Re: The New What Did You Last Do Thread
I've finally managed to get this working (with music and in hi-res). Honestly, I'm enjoying it so much! 