Search found 593 matches
- Wed Nov 30, 2022 7:42 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [4.9.0] MBF21 projectiles can use teleport linedefs
- Replies: 1
- Views: 1517
[4.9.0] MBF21 projectiles can use teleport linedefs
In GZDoom, custom projectiles that are defined through DeHackEd MBF21 are able to use teleport linedefs, when it's not the case in DSDA-Doom. This includes monster only teleport linedefs. To reproduce: Download an MBF21 weapon pack (like Vesper for example), as well as the test map included as this ...
- Thu Oct 27, 2022 12:46 pm
- Forum: Gameplay Mods
- Topic: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading
- Replies: 760
- Views: 166441
Re: [0.9.4] Gun Bonsai -- everything-compatible weapon upgrading
Been using this mod for a while now; and I've been loving it. I even used the Vampire Survivors level up sound effect for it. A few problems I've found as of the latest version, though I'm not sure if they're pointed out already: - Having too many points in the High Velocity upgrade seems to prevent ...
- Sun Aug 28, 2022 4:09 pm
- Forum: Gameplay Mods
- Topic: [Release] Megabounce+ r09 (28/08/2022) - AKA Bouncy Doom
- Replies: 30
- Views: 16224
Re: [Release] Megabounce+ r09 (28/08/2022) - AKA Bouncy Doom
Had a request to reupload a link to the mod, which led to my discovery that it was crashing on the latest GZDoom. Whoops! Nonetheless, I've fixed the crash and made a few quick adjustments involving air control as well as adding a slider to adjust the chance of the boots item spawning. CHANGELOG ...
- Sun Jul 10, 2022 4:12 pm
- Forum: Gameplay Mods
- Topic: [Reelism 2] Beed's additions (Magnetism, Korax)
- Replies: 3
- Views: 4461
[Reelism 2] Beed's additions (Magnetism, Korax)
So basically this'll be my own thread for my stuff that I make for Reelism 2 , such as new reels, bosses, potential maps, etc. Each reel/boss is a separate .pk3 file, so feel free to add or exclude the ones you want/don't want in the load order; just be sure to place Reelism 2 itself first ...
- Wed Jul 06, 2022 5:15 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
- Replies: 484
- Views: 159695
Re: [p29] Reelism 2 - Version 1.21 Released! Bugfixes 'n' su
Heya! Just asking; I've been working on a boss and he's almost finished; but I can't quite figure out how to add a manual entry for him. If I add "boss.txt" to the manual folder for my .pk3 mod, it overwrites all the other bosses, and if I put it into its own maninfo.txt, it puts it in a duplicate ...
- Sun Apr 17, 2022 5:40 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
- Replies: 484
- Views: 159695
Re: [p23] Reelism 2 - VERSION 1.0 IS HERE! (v1.001 Hotfix!)
Small question for modding; how should we test a boss? Should we spawn it in the same way as the reels (i.e. "summon SlotBoss_DogPope") or should we summon the boss directly? EDIT: Also a small bug; if blood type (in the F5 graphics menu) is set to include particles, then shooting metallic objects ...
- Fri Apr 15, 2022 7:32 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
- Replies: 484
- Views: 159695
Re: [p23] Reelism 2 - VERSION 1.0 IS HERE!
Congrats on the release! I might even go make a few small mods for this in the future.
- Thu Jan 21, 2021 2:45 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
- Replies: 484
- Views: 159695
Re: [p18] Reelism 2 - v0.65 - Status Report (Jackpots!)
What happens during a boss round? Can the dice still be thrown then, or does it become 'locked'?
- Wed Sep 02, 2020 6:10 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
- Replies: 484
- Views: 159695
Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!
I keep getting an issue where the Boring Ghost often seems to force close the game, with no error message, whenever he spawns. It was on the castle map every time the crash occurred, if that matters.
Also, would it be possible to add the ability to change the game mode in the town?
Also, would it be possible to add the ability to change the game mode in the town?

- Tue Aug 18, 2020 12:30 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
- Replies: 484
- Views: 159695
Re: [p14] Reelism 2 - v0.6 "Early Excess" Hotfix Released!
Already found an issue; the new Petit Gutrot map isn't in the map selection when leaving the town.
- Wed Aug 12, 2020 4:18 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
- Replies: 484
- Views: 159695
Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!
Found a bug that I think nobody's pointed out yet; the upper half of the flying demon things from Quake 1 don't seem to get cleaned up after a while.
- Thu Feb 27, 2020 6:38 pm
- Forum: Gameplay Mods
- Topic: Customisable weapon loadout for Russian Overkill 3.0a
- Replies: 4
- Views: 2066
Re: Customisable weapon loadout for Russian Overkill 3.0a
Decided to update this now that RO has released a brand new version. Instead of just providing compatibility, there's now two slots for each weapon tier that can be customised (for example, you can now choose to have Martyoshka and Power Overwhelming spawn for the Chaingun tier), and there's also ...
- Tue Feb 18, 2020 5:16 pm
- Forum: Abandoned/Dead Projects
- Topic: [Finished] The Russian Overkill - 3.0e
- Replies: 1782
- Views: 804333
Re: [Finished] The Russian Overkill - 3.0a, Reprise
Another thing! The Mutilator in its Master Exploder mode still causes smoke even when the 'Smoke Choker' option is enabled.
- Mon Feb 17, 2020 5:08 pm
- Forum: Abandoned/Dead Projects
- Topic: [Finished] The Russian Overkill - 3.0e
- Replies: 1782
- Views: 804333
Re: [Finished] The Russian Overkill - 3.0a, Reprise
This bug has been in for a while, but trying to fire the Forkstorm at point blank range with a monster will sometimes result in nothing happening, except for the cooldown still occurring.
- Sat Feb 08, 2020 12:10 pm
- Forum: Abandoned/Dead Projects
- Topic: [Finished] The Russian Overkill - 3.0e
- Replies: 1782
- Views: 804333
Re: [Finished] The Russian Overkill - 3.0a, Reprise
Woooo! The fixes are great so far! Cheers! 
