Search found 168 matches
- Sat Oct 21, 2017 8:34 am
- Forum: Graphic/Audio Patches
- Topic: Cathy's Ray Tube vIII.zer0 + Softy 1.5
- Replies: 17
- Views: 4957
Re: Cathy's Ray Tube vIII.zer0 + Softy
I really like your take on DooMs palette with Dark Softy. Especially Cacodemons, Pinkies and Barons Of Hell look much better. :D Would you be willing to give similar treatment to Heretic palette? While I like gameplay, its looks always seemed to me bit garish. So I think it would benefit even more ...
- Thu Aug 31, 2017 2:41 am
- Forum: General
- Topic: Mod Download Broken? Request Reuploads Here
- Replies: 4971
- Views: 1222528
Re: Mod Download Broken? Request Reuploads Here
I am looking for 1 or 2 builds older version of Smooth Doom than the current release. Because I am having performance drop on latest release. Yes, I know... potato pc. Sadly, couldnt find any download links for them.
Thanks for helping me out.
Thanks for helping me out.

- Fri Jun 09, 2017 5:47 am
- Forum: Gameplay Mods
- Topic: [1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
- Replies: 708
- Views: 205772
Re: Doom Delta v1.1 - Evil has been unleashed!
Very nice and solid recreation of Alpha concepts and gameplay mechanics you got here, DrPyspy. :) May I suggest you two suggestions to allow further personalization for players? Firstly, it would be nice to able to switch between current 0.5 and added 0.4 versions of rifle/bayonet. Secondly, would ...
- Thu Jul 28, 2016 3:40 pm
- Forum: Abandoned/Dead Projects
- Topic: Operation Body Count (Canceled)
- Replies: 14
- Views: 4478
Re: Operation Body Count (Demo)
IMO, you should leave out the custom weapons to allow people to use weapon mods. The enemies should stay though. What? You dont like F.O.A.D. smg? :P I seen videos about it and while art direction and its atmosphere looked very nice, gameplay seemed to me very stale and repetetive. So seeing it ...
- Thu Jul 28, 2016 8:55 am
- Forum: Off-Topic
- Topic: Hexen 95 - Most obscure Doom engine source port?
- Replies: 3
- Views: 1075
Re: Hexen 95 - Most obscure Doom engine source port?
Thanks for trivia. 
I am interested in knowing its unique features, bugs and quirks as Doom95 has lots of them. (E1 intermission screen for 4th episode, incorrect aspect ratio, broken map markers and so on.)

I am interested in knowing its unique features, bugs and quirks as Doom95 has lots of them. (E1 intermission screen for 4th episode, incorrect aspect ratio, broken map markers and so on.)
- Wed Jul 27, 2016 11:43 am
- Forum: Off-Topic
- Topic: Hexen 95 - Most obscure Doom engine source port?
- Replies: 3
- Views: 1075
Hexen 95 - Most obscure Doom engine source port?
So, I just found out about Hexen 95, officialy endorsed native Windows 95 source port for Hexen. But only information I could get was that it came from Towers of Darkness compilation pack. That is all. Well, isnt odd? I mean even WinDoom (technological precedessor to Doom95), which only got released ...
- Tue Jul 26, 2016 2:06 am
- Forum: Gameplay Mods
- Topic: D4D - Announcement in 1st post (Jan 4th 2017)
- Replies: 2116
- Views: 317975
Re: D4D - Released! (Poll added. We need feeback! )
It is nice of you of that you altered gauss canon shots and other effects for us zdoom users, but I would be very grateful if you could also add smoke toggle in D4D Options. On weaker machines they can be real performance killers. Oh and disabling voxels in options doesnt get saved after quitting ...
- Fri Jul 22, 2016 11:28 am
- Forum: Gameplay Mods
- Topic: Led's Generic Weapon Mod (UPDATED! April 2 2023)
- Replies: 359
- Views: 142076
Re: Led's Generic Weapon Mod (Updated 20th July)
I voted for infinite ammo. LedIris, I suggest you to reformulate first poll option; that it is meant to be as infinite ammo reserve only, but with limited mag capacity. Otherwise, some people may think it is meant as entirely infinite. :) I do not like the idea of an infinite ammo weapon and I do ...
- Thu Jul 21, 2016 1:45 pm
- Forum: Gameplay Mods
- Topic: AvP 2.0 - JDREDALERT's Edition WIP Is Out For Testing !!
- Replies: 1212
- Views: 124554
Re: AvP 2.0 - JDREDALERT's Edition
"Bang it!" XD
Ahem, sorry, keep up good work. Cant wait for next release.
But honestly, it is the most well made sprite from that questionable game. I mean, developers even gave him unique sprite for every rotation.
Ahem, sorry, keep up good work. Cant wait for next release.
But honestly, it is the most well made sprite from that questionable game. I mean, developers even gave him unique sprite for every rotation.
- Wed Jul 20, 2016 4:02 pm
- Forum: Off-Topic
- Topic: Looking for 2 mods for Quake I
- Replies: 4
- Views: 593
Re: Looking for 2 mods for Quake I
Thanks, I will check it out.
BTW I also found this one mod compilation, that is supposed to include those two aforementioned features, but it seems to also contain ton of other stuff I am not interested in such as new custom monsters and other changes to gameplay.

BTW I also found this one mod compilation, that is supposed to include those two aforementioned features, but it seems to also contain ton of other stuff I am not interested in such as new custom monsters and other changes to gameplay.
- Sun Jul 17, 2016 11:59 am
- Forum: Off-Topic
- Topic: Looking for 2 mods for Quake I
- Replies: 4
- Views: 593
Looking for 2 mods for Quake I
Can you help me? I am looking for Quake I mods that add gibbable corpses and damage skins to monsters, in other words make game feel more "QuakeII-y". Preferably they should be visually compatible with original game assets, so please no hi-res texture or hi-poly model packs. Thanks for any reply. :)
- Thu Jul 14, 2016 4:33 pm
- Forum: Gameplay Mods
- Topic: Faspons [JULY 20 2023] - Now Monster Pack Compatible!
- Replies: 828
- Views: 155226
Re: Faspons [REL: JUL 04 / DEV: JUL 13]
I like that new slight vibration effect when spinning minigun. But dont you think it would be also suitable for dry-firing? Well, in my mind, the vibration comes from the bullets being fired from the minigun, so there is a bit of a kickback, so when you dry fire, there are not vibrations :D But if ...
- Thu Jul 14, 2016 1:40 pm
- Forum: Gameplay Mods
- Topic: Faspons [JULY 20 2023] - Now Monster Pack Compatible!
- Replies: 828
- Views: 155226
Re: Faspons [REL: JUL 04 / DEV: JUL 13]
Beautiful sprites Neccronixis, very nice work. :thumb: *cough* Can we look forward to newer Doom4 SSG recreation? :shucks: *cough* ------------------------------------------------------------------------- And thanks for quick implementation too, faslrn. I like that new slight vibration effect when ...
- Thu Jul 07, 2016 5:59 am
- Forum: Gameplay Mods
- Topic: Faspons [JULY 20 2023] - Now Monster Pack Compatible!
- Replies: 828
- Views: 155226
Re: Faspons [REL: JUL 04 / DEV: JUL 04]
And about that new difficulty "Ultimate Agitation", does it affect anything at this moment? Because I couldnt spot difference. You haven't noticed zombiemen and shotgun guys dodgerolling out of the way? Heh, now when you say that, I propably must have blown them out faster than I could notice. :lol ...
- Tue Jul 05, 2016 10:29 am
- Forum: Gameplay Mods
- Topic: Faspons [JULY 20 2023] - Now Monster Pack Compatible!
- Replies: 828
- Views: 155226
Re: Faspons [REL: JUL 04 / DEV: JUL 04]
So, back into modding mood? ;) I think something must got altered in grenade throwing code, because it doesnt work correctly with OldRifle and SingleReloadRPG addons anymore. I mean, it still plays throwing animation and deducts one grenade from inventory, but it doesnt throw anything. Got one GFX ...