Search found 209 matches

by southpark2010
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 ...
by southpark2010
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.
by southpark2010
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.
by southpark2010
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
by southpark2010
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?
by southpark2010
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.
by southpark2010
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.
by southpark2010
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 ...
by southpark2010
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.
by southpark2010
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?
by southpark2010
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.
by southpark2010
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 ...
by southpark2010
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 ...
by southpark2010
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.
by southpark2010
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! :D

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