Search found 29 matches
- Sun Feb 13, 2022 11:44 pm
- Forum: Gameplay Mods
- Topic: Brutal Doom Platinum v3.1 release! GZ focused Brutal Fork!
- Replies: 145
- Views: 157861
Re: Brutal Doom Platinum v2.0 release! GZ focused brutal for
Update is great so far, the nuke is pretty damn cool and love the Deagle addon too, this Deagle feels far better and beefier than the one PB has, not to mention it looks cool as hell, I like it a lot. Are there plans to add fidget animations to it, as well as other weapons that currently don't have ...
- Tue Jan 04, 2022 8:16 pm
- Forum: Gameplay Mods
- Topic: Brutal Doom Platinum v3.1 release! GZ focused Brutal Fork!
- Replies: 145
- Views: 157861
Re: Brutal Doom Platinum v1.2 release! GZ focused brutal for
Enemy revenant, and I'm not sure, it's only happened a couple times for me so I can't tell what triggers it. EDIT: It seems sprinting is also bugged with chainsaw when it's dripping with blood, and not sure if it's a bug or intentional but cannot sprint at all while holding the revenant missile ...
- Mon Jan 03, 2022 11:22 pm
- Forum: Gameplay Mods
- Topic: Brutal Doom Platinum v3.1 release! GZ focused Brutal Fork!
- Replies: 145
- Views: 157861
Re: Brutal Doom Platinum v1.2 release! GZ focused brutal for
Awesome mod, definitely my favorite Brutal Doom by far. Bugs I've noticed, cannot sprint with minigun if there is no reserve ammo, and sometimes revenant is completely invulnerable.
- Sat Sep 26, 2020 3:17 am
- Forum: Abandoned/Dead Projects
- Topic: [1.3 WIP] Codename: DEMOLITIONIST
- Replies: 497
- Views: 188373
Re: [0.9.9b] SWWM GZ: Cute robutt whomst love to explode dem
Was definitely a crash, I just can't remember what the specific reason given was. Haven't had it happen at all since then, but if I happen to run into it again I'll be sure to get a screen grab.
- Fri Sep 25, 2020 3:17 pm
- Forum: Abandoned/Dead Projects
- Topic: [1.3 WIP] Codename: DEMOLITIONIST
- Replies: 497
- Views: 188373
Re: [0.9.9b] SWWM GZ: Cute robutt whomst love to explode dem
This mod is absolutely fantastic. I can't believe most of the stuff in here is even possible in GZDoom at all, and working amazingly well at that! And I haven't seen too too many projects utilizing 3D models, at least not on as grand a scale as this project, but.. wow. I've never seen models looking ...
- Fri Jul 17, 2020 7:17 pm
- Forum: Gameplay Mods
- Topic: Hell Caliber [HC2 Status Update]
- Replies: 116
- Views: 45379
Re: Hell Caliber [HC2 Status Update]
Enjoyed the mod, lot of fun. Loving what I'm seeing from the WIP stuff of HC2, really reeeeally loving it. Pretty hyped to see more from this soon.
- Fri Jan 25, 2019 3:52 pm
- Forum: Gameplay Mods
- Topic: The Guncaster - 3.888b
- Replies: 3023
- Views: 884788
Re: The Guncaster - 3.2
Can we get the old plasma gun to back to go in the addon? (can't remember it's name now, it was the one Augur replaced) Maybe like as something you can buy from the shop or something like that. Would be nice since it is visually and functionally different than the Augur.
- Tue Jan 16, 2018 2:38 pm
- Forum: General
- Topic: Mod Download Broken? Request Reuploads Here
- Replies: 4966
- Views: 1221877
- Sun Jun 05, 2016 7:08 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547188
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Okay I have never been able to make it switch to the next page, but I just mashed a bunch of keys and it switched, thanks a bunch because I was beginning to think I fucked up something and wasted time leveling and would have to start over. EDIT: Okay now I know how to do the page switching but I can ...
- Sun Jun 05, 2016 5:39 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547188
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Okay, probably a stupid question but, how the ruddy fuck do I go about teleporting to the Outpost? Is there some special key I gotta press or something?!
- Sat Aug 29, 2015 11:07 am
- Forum: Gameplay Mods
- Topic: [3DGE] Doom Forever (happy new year!)
- Replies: 190
- Views: 37362
Re: DOOM Forever (updated)
There is that one glass tech pillar on the Realm that when you shoot it shatters the glass, pretty satisfying, but doesn't remove it so it will still be there to block. But anyway, this mod is a load of fun to play and I'm still throwing mice and keyboard from dieing here and there. Any plans for ...
- Sat Aug 29, 2015 9:20 am
- Forum: Gameplay Mods
- Topic: [3DGE] Doom Forever (happy new year!)
- Replies: 190
- Views: 37362
Re: DOOM Forever (updated)
Really loving this mod, the environmental interaction is very nice. Do you think you could make the tech pillars destructible too? That would be superb. 

- Sun Jun 21, 2015 2:11 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [Unstable] There's Something About Tails
- Replies: 150
- Views: 23748
Re: [HALP] There's Something About Tails
I hope to see the demo soon, please don't let this project go. I really hope some of you guys can help him with this, I've been wanting to get my hands on it for years. I would be glad to offer some kind of assistance, however my modding skills aren't quite up to PAR just yet.
- Thu Apr 30, 2015 2:32 pm
- Forum: Abandoned/Dead Projects
- Topic: [Deprecated] Quake-style strafe tilting
- Replies: 136
- Views: 36899
Re: Quake-style strafe tilting (GZDoom)
Thanks for the info on that part but it seems to make it tilt faster, I just wanted to make it so that when it tilts it tilts further to the sides, if you know how I can do that it would be great!
- Thu Apr 30, 2015 10:06 am
- Forum: Abandoned/Dead Projects
- Topic: [Deprecated] Quake-style strafe tilting
- Replies: 136
- Views: 36899
Re: Quake-style strafe tilting (GZDoom)
Can anyone help with increasing the amount that the screen will tilt, I want to make it more intense, someone posted about this previously and someone mentioned a limiter, so I've been going through the code and upping values but it doesn't seem to be working, not sure which part of the code I ...