Search found 294 matches
- Wed Feb 19, 2025 11:35 am
- Forum: Gameplay Mods
- Topic: Weapons of Saturn
- Replies: 449
- Views: 138696
Re: Weapons of Saturn
Thank you all for the kind words and praise! Looking back on this project and seeing the small ripple it has had on the community over the years is more than I could have ever hoped for or expected. Though it would never reach the scale in popularity of the mods that influenced it, what I think it ...
- Thu Feb 06, 2025 7:00 pm
- Forum: Gameplay Mods
- Topic: Weapons of Saturn
- Replies: 449
- Views: 138696
Re: Weapons of Saturn
Here's a build I had where the chainsaw used fuel, and has a toggle in the options menu. It's been long enough that I don't remember why I removed it, but I'm just glad I labeled the file accordingly! weapons_of_saturn-chainsawfuel.7z MP40 and Colt .45 are found in backpacks, and have a percentage ...
- Sun Feb 18, 2024 2:14 pm
- Forum: Gameplay Mods
- Topic: Tempered Arms: A weapon mod for Hexen [v1.6.2]
- Replies: 58
- Views: 17800
Re: Tempered Arms: A weapon mod for Hexen [v1.6.0]
Good job with the mod! Thank you! Great job. Thank you!! 🤘 Glad you're enjoying it, thanks for playing! Hello. Unfortunately, this great mod makes you feel a bit OP. Is there a way to make the enemies tougher/stronger (similar to the Walpurgis MOD)? That would be great... Greetings Thanks for the fe ...
- Thu Jan 04, 2024 3:42 pm
- Forum: Gameplay Mods
- Topic: Tempered Arms: A weapon mod for Hexen [v1.6.2]
- Replies: 58
- Views: 17800
Re: Tempered Arms: A weapon mod for Hexen [v1.6.0]
* 1.6.0 * -Reworked animations for all weapons -Replaced alternate sprite angles with texture definitions to reduce filesize -Added sound for Ettin's mace floor impact when gibbed -Sword and Gauntlet only use stronger attacks when making contact with monsters -New rapid fire for Quietus main attack ...
- Sat Feb 25, 2023 5:36 pm
- Forum: Gameplay Mods
- Topic: Tempered Arms: A weapon mod for Hexen [v1.6.2]
- Replies: 58
- Views: 17800
Re: Tempered Arms: A gameplay mod for Hexen [v1.5.2]
Thank you for the detailed feedback, and I'm glad you've been enjoying the mod! Off the bat I like your idea of the wraithverge main attack being a close-range damaging forcefield of sorts, taking care not to replace the functionality of the wooden shield with the mace. It'll take a while for me to ...
- Sun Dec 25, 2022 8:22 am
- Forum: Gameplay Mods
- Topic: Tempered Arms: A weapon mod for Hexen [v1.6.2]
- Replies: 58
- Views: 17800
Re: Tempered Arms: A gameplay mod for Hexen [v1.5.0]
1.5.2 actually, it's the same link across all sites.
- Sun Nov 13, 2022 2:20 pm
- Forum: Gameplay Mods
- Topic: Weapons of Saturn
- Replies: 449
- Views: 138696
Re: Weapons of Saturn v2.0b
It definitely requires either the fullscreen HUD (not the alt HUD), or a custom HUD that includes secondary ammo. I agree that it does look weird with the regular statusbar. I may eventually have to make an addon to display secondary ammo on the regular statusbar. The way I disabled reloads was kind ...
- Fri Aug 26, 2022 12:05 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38033
- Views: 4641509
- Thu Aug 04, 2022 9:51 am
- Forum: Levels
- Topic: Super Slug: Two classic style maps
- Replies: 0
- Views: 999
Super Slug: Two classic style maps
https://i.imgur.com/uHtcJVd.png So quite a few years ago now, I had started these maps to learn UDMF and then sort of forgot about mapping altogether due to a greater interest in gameplay mods. But a year ago I started digging through old maps and thought these could be interesting if touched up ...
- Fri Jan 28, 2022 3:57 am
- Forum: Launchers
- Topic: Doom Runner (yet another graphical Doom launcher)
- Replies: 180
- Views: 152633
Re: Doom Runner (yet another graphical Doom launcher)
the Open file location feature is really handy! One oddity I've found is that this launcher adds the "-file" argument before every file in the mod list, and will only load anything after the last instance of "file" in non ZDoom ports unless you copy everything after the first "-file" command to the ...
- Thu Nov 11, 2021 9:13 pm
- Forum: Launchers
- Topic: Doom Runner (yet another graphical Doom launcher)
- Replies: 180
- Views: 152633
Re: Doom Runner (yet another graphical Doom launcher)
Just noticed the 1.5.1 update and gave it a quick test run, it's now pinned to my taskbar. Outstanding work!
- Thu Nov 11, 2021 4:12 pm
- Forum: Script Library
- Topic: Weather Spawner
- Replies: 8
- Views: 8679
Re: Weather Spawner
Wow, this looks very useful. Really look forward to having fun with this. Cheers!
- Thu Nov 11, 2021 1:13 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Inventory scrolling behavior for Heretic/Hexen
- Replies: 0
- Views: 580
Inventory scrolling behavior for Heretic/Hexen
I'm sure this is a very niche request bordering on trivial, but is there a reasonable way for the artifact inventory to keep scrolling while holding down the key, similar to how the GZDoom menu functions when holding a directional key? The original Raven behavior would move left or right to the next ...
- Sat Nov 06, 2021 10:11 am
- Forum: Launchers
- Topic: Doom Runner (yet another graphical Doom launcher)
- Replies: 180
- Views: 152633
Re: Doom Runner (yet another graphical Doom launcher)
Aha, I wasn't even thinking about the map pack list so I didn't think it was quite related to that issue, but reading it again makes total sense and I'm able to deselect it from the map list. The case is so rare that I would ever want to load a map before anything else that I tend to dismiss that ...
- Sat Nov 06, 2021 9:10 am
- Forum: Launchers
- Topic: Doom Runner (yet another graphical Doom launcher)
- Replies: 180
- Views: 152633
Re: Doom Runner (yet another graphical Doom launcher)
I couldn't get imgur to display it properly, so I made an unlisted video. I think the problem I'm having might be with drag and drop, it seems to occasionally add it twice. Deleting the options file didn't clear things up either.