Search found 103 matches
- Wed Nov 29, 2017 2:58 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Hexen: A New World Upgrade Project for Wrath of Cronos.
- Replies: 68
- Views: 16484
Re: Hexen: A New World Upgrade Project for Wrath of Cronos.
Any chance for updated dl links? I have to make some guesswork as to which version is most up to date, assuming they all are from the same download server as before.
- Tue Jul 18, 2017 6:09 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [Wolfenstein: Blade of Agony] v3.1 released (p204)
- Replies: 3215
- Views: 702813
Re: [Blade of Agony] Gameplay survey, please participate | p
[*]What gameply aspects where frustrating? - scarce ammo and health where you need it most. - enemies in stealth mission do not drop ammo/weapons, even if you already have a gun, forcing you to keep playing stealth. - knife is not very reliable in stealth missions. sometimes it is a instant kill ...
- Sun May 07, 2017 1:02 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Input events seem doubled
- Replies: 5
- Views: 522
Re: Input events seem doubled
yeah, but afaik ibus works with gtk/qt if specific env variables are set, not globally. then again, maybe not. i wonder what will happen if i switch to another kb layout in ibus. edit: it seems to have something to do with it. when i switch to german layout i can open the console. but i cannot close ...
- Sat May 06, 2017 7:15 am
- Forum: Closed Bugs [GZDoom]
- Topic: Input events seem doubled
- Replies: 5
- Views: 522
Re: Input events seem doubled
currently i am runnning g3.0pre-96-gdcded0e18 on linux, and it might be relevant that i use iBus as my input method on my desktop - not sure of that affects games, though.
- Fri May 05, 2017 8:50 am
- Forum: Closed Bugs [GZDoom]
- Topic: Input events seem doubled
- Replies: 5
- Views: 522
Input events seem doubled
I am using git gzoom, the problem appeared well before 3.0. Basically it seems that the inputs get doubled. Trying to open console opens and instantly closes it. Similarly trying to exit the menu to return to game brings it up again with instant flicker - i have to use the mouse. The console ...
- Tue Jan 03, 2017 2:34 pm
- Forum: Gameplay Mods
- Topic: TOO MANY SUPER SHOTGUNS 1.1
- Replies: 57
- Views: 58261
Re: TOO MANY SUPER SHOTGUNS V13!!!
i haven't had this much laughs since fractal doom's mini marines. i just hope this mods adds a bit more shotguns.
- Sun Nov 06, 2016 2:05 am
- Forum: Gameplay Mods
- Topic: Brutal Doom 64
- Replies: 37
- Views: 7865
Re: Brutal Doom 64
After having played this mod a little bit, I must say that BD64 is hard as balls. some levels are plain impossible, unless i am missing some secret switch, like the blue key room in the dark citadel. and there are plenty of ambushes you need to know about in advance in order to survive (like being ...
- Sun Oct 16, 2016 12:50 pm
- Forum: Gameplay Mods
- Topic: Your Name: Lieutenant John Doom. Your Mission:
- Replies: 1402
- Views: 269017
Re: JohnnyDoom - making BD great again
yoshi314 - new version uploaded with stunlocking fixed. Now the pain.melee state causes barons/knights/revenants/demons/cacos to instantly go into their own melee attack state, and the pain states of all monsters have been reduced by a few frames for faster counterattacks. Let me know if you like ...
- Sat Oct 15, 2016 12:46 pm
- Forum: Gameplay Mods
- Topic: Your Name: Lieutenant John Doom. Your Mission:
- Replies: 1402
- Views: 269017
Re: JohnnyDoom - making BD great again
i have mostly an issue with melee in this version.
continuous punching stun locks barons of hell and hell knights completely, and they are utterly helpless if there are less than three of them. you also get to perform a fatality nearly every time you do it. this is on default difficulty.
continuous punching stun locks barons of hell and hell knights completely, and they are utterly helpless if there are less than three of them. you also get to perform a fatality nearly every time you do it. this is on default difficulty.
- Wed Apr 27, 2016 1:11 pm
- Forum: Gameplay Mods
- Topic: [Beta] Contra Doom b06 - Wanted: Player skins
- Replies: 247
- Views: 84976
Re: [Beta] Contra Doom b06 - Heretic is here!
i could use some help with the sounds in that mod. the H gun, when fired constantly, is simply migraine-inducing - at least for me. i don't know if it's problem with my headphones, i tried randomized pitches in zdoom and that didn't seem to help. if anyone has some tips on what i could do about that ...
- Tue Sep 08, 2015 11:24 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Reelism Gold! Expansion Pack 3 (X3.1 Patch p.101)
- Replies: 1732
- Views: 224292
Re: Reelism Gold! Expansion Pack 3 (Trailer! p.95)
it's ... beautiful.
- Sun Feb 01, 2015 2:11 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 547008
Re: Kyle873's Doom RPG Mod [0.9.12 Beta]
for some reason i can no longer level up the old way unless i select new natural stat method. perhaps i have to start with a clean .ini file ?
- Fri Nov 21, 2014 2:52 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [V1.3] The Adventures of Square: Episode 1!
- Replies: 299
- Views: 64709
Re: [V1.0 RELEASE!] The Adventures of Square: Episode 1!
so, i tried this mod. and it's been two hours and i am still playing it.
awesome job, hope there are more maps coming.
awesome job, hope there are more maps coming.
- Wed Oct 29, 2014 1:42 pm
- Forum: Gameplay Mods
- Topic: Wrath of Cronos RPG V3A
- Replies: 1035
- Views: 237404
Re: Wrath of Cronos RPG 1.7A
for some reason i cannot manually upgrade skills or stats in rpg menu. not sure what's going wrong here. i'm trying the mod 1.7a with zdoom svn built at 22 oct with heretic, starting it with zdoom -file wrathofcronosnothexenpatch.pk3 -file wrathofcronosr1_7a.pk3 -file wrathofcronoshereticpatch1_7a ...
- Mon Aug 18, 2014 11:57 pm
- Forum: Abandoned/Dead Projects
- Topic: [RIP] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
- Replies: 78
- Views: 27917
Re: [WIP/Released] Brutal Fantasy Doom (Pre-Alpha 0.5_2)
i really dig the weapon animations on the preview vid, it would be cool to have the rest of the weaponry follow this style (even though it looks simplistic).