Search found 593 matches

by Beed28
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 ...
by Beed28
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 ...
by Beed28
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 ...
by Beed28
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 ...
by Beed28
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 ...
by Beed28
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 ...
by Beed28
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.
by Beed28
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'?
by Beed28
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? :P
by Beed28
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.
by Beed28
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.
by Beed28
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 ...
by Beed28
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.
by Beed28
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.
by Beed28
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! :D

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