Search found 39 matches
- Fri Mar 15, 2019 5:10 am
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1705327
Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]
Congrats on a quality bug patch and 400 pages!
- Sat Mar 09, 2019 8:47 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1705327
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
Thank you for putting my mod in the OP Yholl! Perhaps I'll get to work on an update sooner...
- Sat Mar 09, 2019 3:48 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1705327
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
I've updated my soundmod, which involved removing about a quarter of it due to the changes in file structure. Fortunately, said changes should make it easier to add stuff in future.
Download here.
Download here.
- Sat Mar 09, 2019 1:13 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1705327
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
Dank, thank you.
- Sat Mar 09, 2019 12:59 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1705327
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
Based Yholo told me how to use the arrow keys to control the PDA, but now I have a new question. I know bestiary entries are not carried over between games, unfortunately, so I have to ask...what IS carried over?
- Fri Mar 08, 2019 10:18 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1705327
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
I think if the PDA were controllable with the keyboard then there wouldn't be an issue playing with no vertical mouselook, but I don't know how possible that is.
- Fri Mar 08, 2019 8:28 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1705327
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
Okay...I ran into a problem. If you don't have vertical mouselook on you can't use the PDA, because the mouse can't be moved vertically. Problem is, I don't want to enable vertical mouselook on Zdoom 2.8.1 because it looks weird, and my shitty old laptop can't run the compatible Gzdoom version. I ...
- Fri Mar 08, 2019 6:21 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1705327
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
I can't post a dank reaction image so I'll just say: thank you, this is awesome!
- Sat Jan 27, 2018 6:20 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 667228
Re: Smooth Doom
Found an issue when using Doom 64 BFG. If you hold fire to let it autofire the subsequent shots after the first will show the Vanilla BFG skin instead. Also, when using Doom 64 style pickups the big cell packs are Doom 64 BFGs. This is only visual, though. I can confirm the D64 BFG issue, but for ...
- Wed Jan 24, 2018 12:31 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 667228
Re: Smooth Doom
Ah, okay. That does make sense. I tried your suggestion and the BFG issue is fixed; I still wish Gifty would look into prettifying it in Smooth Doom itself though.
- Wed Jan 24, 2018 12:56 am
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 667228
Re: Smooth Doom
Might be a sourceport thing, then. Beyond that I don't know.
- Tue Jan 23, 2018 8:07 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 667228
Re: Smooth Doom
Also when you have plasma rifle selected it doesnt show the weapon...it shows pickup sprite at the left top of screen and the weapon only appears when you are firing it, but after firing is done it disappears again This issue doesn't appear for me. Maybe you need to make sure you have the latest ...
- Mon Jan 22, 2018 3:36 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 667228
Re: Smooth Doom
I've captured a GIF of the classic BFG shifting when it fires. Maybe it has something to do with the D64 weapon code?


- Thu Jan 18, 2018 8:22 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 667228
Re: Smooth Doom
EDIT: I don't get those annoying little error messages in the latest version of GZDoom or QZDoom, thankfully. I tried it in regular ZDoom but it won't run, with an error message of: Execution could not continue. Script error, "SmoothDoom.pk3:deco/monsters/zombieman.txt" line 89: Expected string ...
- Tue Jan 16, 2018 3:22 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 667228
Re: Smooth Doom
I'm still getting those errors with 2.8.3. Not sure why...