Search found 81 matches

by jimbob
Sat Apr 13, 2019 9:40 am
Forum: Gameplay Mods
Topic: Doom with Sprinkles [1.1]
Replies: 48
Views: 13882

Re: Doom with Sprinkles [1.0]

This is a really nice mod. Everything feels so..... smooth. :)
by jimbob
Sun Jun 03, 2018 11:17 pm
Forum: Gameplay Mods
Topic: HXRTC Project Golden Edition Plus R18 (Update 2 May 2025)
Replies: 753
Views: 272673

Re: HXRTC Project Golden Edition (Released 17 may 2018)

- The global difficulty of the mod has been raised up a bit through a special feature; from now, there is a small chance (around a 15%) that some extra numbers of Renegade Marines get teleported near you with each enemy that you manage to shoot down. They could appear randomly at any position, in ...
by jimbob
Sat Apr 14, 2018 8:57 am
Forum: Gameplay Mods
Topic: Your Name: Lieutenant John Doom. Your Mission:
Replies: 1402
Views: 269269

Re: JohnnyDoom - creative names for doom mods

Something is wrong. Movement speed for monsters (shotgunners, riflemen, etc.) is way too slow(motion). I use GZDoom 3.2.5 and the fixed version of JohnnyDoom that was posted some weeks ago. I've not seen this, though I have since updated as the GZDoom releases came out, so I'm now on 3.3.2. Maybe ...
by jimbob
Thu Apr 12, 2018 11:43 pm
Forum: Gameplay Mods
Topic: Your Name: Lieutenant John Doom. Your Mission:
Replies: 1402
Views: 269269

Re: JohnnyDoom - creative names for doom mods

Something is wrong. Movement speed for monsters (shotgunners, riflemen, etc.) is way too slow(motion).
I use GZDoom 3.2.5 and the fixed version of JohnnyDoom that was posted some weeks ago.
by jimbob
Fri Apr 06, 2018 3:35 am
Forum: Gameplay Mods
Topic: Factotum [16/10/19] Survival
Replies: 204
Views: 47393

Re: Factotum (Updated 11/03/18) More Stuff!!!

GAA1992 wrote: - make weapons break faster (already suggested by a few guys, gonna give a go on that)
- mess with difficulty levels
A big NO to faster breaking wepons. :) I'm ok with harder hitting (alternate attacks?) monsters, just do not let them move around at lightspeed.
by jimbob
Fri Apr 06, 2018 3:29 am
Forum: Gameplay Mods
Topic: [Release][Alsmost finishe]Duke Nukem: War Against the Doomed
Replies: 288
Views: 43177

Re: [Release][Alsmost finishe]Duke Nukem: War Against the Do

Oh, great! This mod slipped under my radar somehow. It's really cool so far.
by jimbob
Fri Apr 08, 2016 11:35 am
Forum: Gameplay Mods
Topic: Personal Gameplay Mod (WoS rework, 11 Apr)
Replies: 131
Views: 13430

Re: Personal Gameplay Mod (WoS rework, 8 Apr)

Man, using the shotgun is like cheating. Can you increase the spread for it, maybe make it an option? Otherwise it's fun, and it is interesting to see another mod based on WOS.
by jimbob
Thu Apr 07, 2016 4:14 am
Forum: Gameplay Mods
Topic: Faspons [JULY 20 2023] - Now Monster Pack Compatible!
Replies: 828
Views: 155253

Re: Faspons [REL: APR 06 / DEV: APR 06]

Hmm, with Gore on (rel version) i see blood puffs and the usual blood on the walls and that's it. No blood on the ground. Do i miss something? EDIT: Ok, i see one or two tiny "pieces" of blood? falling to the ground when a monster dies. When a shotgunner or rifleman dies, there is nothing on the ...
by jimbob
Wed Apr 06, 2016 12:19 am
Forum: Gameplay Mods
Topic: Faspons [JULY 20 2023] - Now Monster Pack Compatible!
Replies: 828
Views: 155253

Re: Faspons [REL: Mar 23 / DEV: APR 04]

The projectile speed vor the vanilla monsers is ok now. I hope you can add the smoketrails to the vanilla projectiles. :)

The blood. I like the other blood version more. :/ I miss some visual feedback (blood puffs) when i shoot a monster. Blood comes only when a monster dies.
by jimbob
Fri Mar 25, 2016 11:43 pm
Forum: Gameplay Mods
Topic: Faspons [JULY 20 2023] - Now Monster Pack Compatible!
Replies: 828
Views: 155253

Re: Faspons [REL: Mar 23 / DEV: Mar 24]

Hmm, i play with the vanilla monster option on and the projectiles of imps, hell knights, barons, cacodemons are still faster than in vanilla. Only the revenant is back to normal. Is this how it supposed to be? Maybe you can add an real vanilla monster option? :) Fixed and pushed. It is in the ...
by jimbob
Fri Mar 25, 2016 12:52 am
Forum: Gameplay Mods
Topic: Faspons [JULY 20 2023] - Now Monster Pack Compatible!
Replies: 828
Views: 155253

Re: Faspons [REL: Mar 23 / DEV: Mar 24]

Hmm, i play with the vanilla monster option on and the projectiles of imps, hell knights, barons, cacodemons are still faster than in vanilla. Only the revenant is back to normal. Is this how it supposed to be? Maybe you can add an real vanilla monster option? :)
by jimbob
Mon Aug 10, 2015 5:29 am
Forum: Gameplay Mods
Topic: Faspons [JULY 20 2023] - Now Monster Pack Compatible!
Replies: 828
Views: 155253

Re: Faspons [v1.11] - Aug 8, 2015

Faspons is best WoS. :)
by jimbob
Tue Aug 04, 2015 11:23 am
Forum: Gameplay Mods
Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Replies: 2008
Views: 667956

Re: Smooth Doom

Gifty wrote:If I understand what you're referring to, those things are in the original game, I'm pretty sure they're intentional.
Hmm, you may be right. It's odd, because i never noticed it before in Smooth Doom.
by jimbob
Mon Aug 03, 2015 11:56 pm
Forum: Gameplay Mods
Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Replies: 2008
Views: 667956

Re: Smooth Doom

Rowsol wrote:There's probably a tic delay on a_refire, like the BFG has. I agree, those things are annoying.
How can fix that or should i wait for Gifty? My understanding of decorate ist not great.

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