Search found 92 matches

by Geonightman
Wed May 01, 2024 5:15 pm
Forum: Gameplay Mods
Topic: Samsara Reincarnation 2.0 / ReMixer 1.1
Replies: 93
Views: 60193

Re: Samsara Reincarnation 2.0 / ReMixer 1.1

For some reason I can't seem to access the Eradicator alt-skins. I only see Eleena, there is no option to swap using the hotkey or the Options skin/altclass menu. I know I do have the correct version because all the other characters with this release like Duke 64 and Stronghold Doomguy are there ...
by Geonightman
Wed May 25, 2022 8:43 pm
Forum: Gameplay Mods
Topic: Samsara Reincarnation 2.0 / ReMixer 1.1
Replies: 93
Views: 60193

Re: Samsara Reincarnation/ReMixer 1.0

Thought I'd let you all know this has a slight flaw with Strife and Strife VE with anyone other than Strifeguy Defeating the bosses does grant you the piece of Sigil you would have expected as a use item (much like the WAD intends), however the level flags check for the weapon; NOT the item. You can ...
by Geonightman
Sat Apr 02, 2022 1:01 pm
Forum: Gameplay Mods
Topic: Samsara Reincarnation 2.0 / ReMixer 1.1
Replies: 93
Views: 60193

Re: Samsara Reincarnation/ReMixer 1.0

I've been mulling around an idea for a Duke Nukem 64 Variant to Duke Nukem. I don't know ACS like at all, so the best I could do is be an ideas guy, but here ya go. Weapons - M - Mighty Boot [Silent] P - M1911 Pistol *1 - Laser Tripwire (Ammo 3) (Uses 5 Ammo Per Tripwire) 2 - SPAS Shotgun (Ammo 2 ...
by Geonightman
Thu Nov 22, 2018 1:03 am
Forum: Abandoned/Dead Projects
Topic: [Finished] The Russian Overkill - 3.0e
Replies: 1782
Views: 799507

Re: [Finished] The Russian Overkill - 2.5, Vodka Strikes Aga

Some recommendations for ya: You should Make Stalin fireable in dumb mode. Maybe even make an option for the Deathhead's secondary to show a small camera rather than take up the whole screen? I know that's unhinged from the source material, but A UT mod called Unreal 4 Ever had a weapon with a ...
by Geonightman
Thu Nov 01, 2018 6:34 pm
Forum: Abandoned/Dead Projects
Topic: [Finished] The Russian Overkill - 3.0e
Replies: 1782
Views: 799507

Re: [Finished] The Russian Overkill - 2.5, Vodka Strikes Aga

Hm, it seems it's working for me now. I dunno if it was a cheat glitch with the Stachanov or me fuddling with so many versions but it's working now. Also just noticed the Eruasus's radioactive borsch seems to now be firing in bursts rather than like a steady flamethrower-esque stream like it used to ...
by Geonightman
Thu Nov 01, 2018 5:05 pm
Forum: Abandoned/Dead Projects
Topic: [Finished] The Russian Overkill - 3.0e
Replies: 1782
Views: 799507

Re: [Finished] The Russian Overkill - 2.5, Vodka Strikes Aga

Sup everyone, been playing the mod for a long time and decided to pick it up after a while. But i noticed a few bugs going though things: (NOTE: I am using the most up to date version of the mod (RO_pb_2.5) and most up to date version of the class mod (RO_pb_class_v5). These are the following bugs i ...
by Geonightman
Sat Mar 07, 2015 9:02 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1705460

Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Alright Yholl, sent the WAD along with some descriptions.
by Geonightman
Sat Mar 07, 2015 12:52 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1705460

Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Well, I'll likely have the barrel variants anyway, as I've been fiddling with them lately, and I can think of exactly how the Phase Devices and Skulls could function, so I'll likely end up incorporating all of those into the next release. Hmm. Likely have Phase Devices as a 1/4 drop on Blur Spheres ...
by Geonightman
Fri Mar 06, 2015 12:38 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1705460

Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Yholl wrote:um
okay

What were you doing, again?
I was making the Doom RL Suppliment mod. It was gonna go with your mod to put the stuff you didn't put in. Like the acid and napalm barrels, the white sphere, the small health orbs, the phase locator device, and the skulls.
by Geonightman
Fri Feb 27, 2015 4:11 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1705460

Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

YHOLL! I'VE RETURNED FROM THE DEAD WITH NEWS! PROGRESS ACTUALLY WAS MADE ON THE SUPPLIMENT MOD TODAY! Barrels, Radsuit, and Ammo are done! EDIT: Though I did notice one weird thing. If I run it with the DRLA and DRLAHUD the HUD is fucked up and looks like the normal doom HUD. Even though the ...
by Geonightman
Sun Oct 26, 2014 6:24 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1705460

Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B4.6]

*sniff*... *sniff-sniff*...

The smell is back Yholl...

That smell... That smelly smell... the kind smelly smell that smells.......smelly


:shock: update soon...
by Geonightman
Mon Oct 06, 2014 12:10 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1705460

Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B4.6]

Hey Yholl. Been meaning to ask. Where is the "EXPLOSIONS MOTHERF*KER" sound clip from?

Also under what circumstances does DSARMOR6 play? Cant say I ever heard it.
by Geonightman
Mon Sep 01, 2014 8:38 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1705460

Re: [WIP] DoomRL Arsenal - [Beta 7.93] [MP-B4.6]

I live... again...
by Geonightman
Wed Jul 23, 2014 1:11 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1705460

Re: [WIP] DoomRL Arsenal - [Beta 7.8] [MP-B4.5]

Visual glitch discoverd Yholl. As Commando I made Dual Uzis with a Nano mod attached. When it would get to 64 ammo (the max) it visually loops them as being picked up from the bottom up like a A_Raise state but 2x as fast.
by Geonightman
Mon Jul 21, 2014 12:21 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1705460

Re: [WIP] DoomRL Arsenal - [Beta 7.8] [MP-B4.5]

I just always drag the wads, pk3s, and pk7s, directly onto GZdoom/Z&

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