I've decided to update my votes so I will make a new post:'
I am removing 1 point from DoomRL Arsenal and adding 1 point to Lt. Typhon: viewtopic.php?t=64378
All other votes are unchanged.
Search found 22 matches
- Wed Jul 28, 2021 11:04 am
- Forum: General
- Topic: ZDoom Community Top Works of All Time
- Replies: 413
- Views: 172722
- Wed Jun 02, 2021 2:58 pm
- Forum: General
- Topic: ZDoom Community Top Works of All Time
- Replies: 413
- Views: 172722
Re: ZDoom Community Top Works of All Time
I've decided to update my votes so I will make a new post:
I am removing 1 point from CBlood and adding 1 point to Nashgore (since CBlood is just a companion mod to Nashgore).
I am removing 1 point from Project Brutality and adding 1 point to Supercharge.
All other votes are unchanged.
I am removing 1 point from CBlood and adding 1 point to Nashgore (since CBlood is just a companion mod to Nashgore).
I am removing 1 point from Project Brutality and adding 1 point to Supercharge.
All other votes are unchanged.
- Wed Mar 31, 2021 9:27 pm
- Forum: Gameplay Mods
- Topic: Terminator Mayhem DX
- Replies: 7
- Views: 2803
Re: Terminator Mayhem DX
Now this is my kind of mod!
- Sat Oct 17, 2020 8:13 pm
- Forum: Gameplay Mods
- Topic: Rebel Rumble V.1.8: Honey i forgot to Update
- Replies: 99
- Views: 45389
Re: Rebel Rumble V.1.6: Everlasting Battle Vigilance
Yes! Ever since you updated Netronian Chaos I hoped you would do the same for Rebel Rumble. I love it!
- Sat Oct 03, 2020 10:55 am
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1206
- Views: 454673
Re: [3.3!] FINAL DOOMER +
I noticed a strange HUD bug when this is loaded with the Doom Spritefix Project. When you play Plutguy or TNTguy the numbers 2, 5, and 8 display in the original red Doom font on the HUD. Only those numbers have that issue, and only on those two modes; the bug doesn't occur on any of the other weapon ...
- Sun Sep 27, 2020 11:29 am
- Forum: General
- Topic: ZDoom Community Top Works of All Time
- Replies: 413
- Views: 172722
Re: ZDoom Community Top Works of All Time
I've decided to change my vote so I'll make a new post. Argent: 1 Beautiful Doom: 1 CBLOOD Ultimate Edition: 1 Demonsteele: 1 Doom Delta: 1 DoomRL Arsenal: 1 Final Doomer: 1 Guncaster: 1 High Noon Drifter: 1 Neutronian Chaos: 1 Nobody Told Me About id: 1 Project Brutality: 1 Russian Overkill: 1 ...
- Sun Sep 27, 2020 11:12 am
- Forum: Gameplay Mods
- Topic: Netronian Chaos V.3.57: The Final, Last, Concluding Update
- Replies: 622
- Views: 197017
Re: Netronian Chaos V.3.4: The Final, Last, Concluding Updat
This has been one of my favorite mods. Thank you for this final version.
- Fri Aug 14, 2020 10:52 pm
- Forum: General
- Topic: ZDoom Community Top Works of All Time
- Replies: 413
- Views: 172722
Re: ZDoom Community Top Works of All Time
Smooth Doom: 3
Final Doomer: 3
Trailblazer: 3
Guncaster: 3
Russian Overkill: 3
Final Doomer: 3
Trailblazer: 3
Guncaster: 3
Russian Overkill: 3
- Sat Jul 13, 2019 8:31 am
- Forum: Gameplay Mods
- Topic: HXRTC Project Golden Edition Plus R18a (Update 17 Aug 2025)
- Replies: 755
- Views: 275390
Re: HXRTC Project Golden Edition (Updated 12 jul 2019)
My deepest condolences for your father. Hopefully 2019 is a better year for you.
- Sun Jun 16, 2019 7:31 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2009
- Views: 672758
Re: Smooth Doom [UPDATE 6/15/19]
Are you using gzdoom 3.4.1 by any chance? That version has a bug where dynamic lights won't turn off. Also, there's 2 switches, one for openGL and one for software so make sure you're turning off the correct option. 3.8.1, actually. And I tried turning off both OpenGL and Software dynamic lighting ...
- Sun Jun 16, 2019 6:14 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2009
- Views: 672758
Re: Smooth Doom [UPDATE 6/15/19]
Is there any way to turn off the dynamic lights generated by weapons and projectiles (rockets, plasma, etc)? Even when I disable all of Smooth Doom's options and GZDoom's dynamic light options they still appear.
- Sun Jun 09, 2019 5:02 pm
- Forum: Graphic/Audio Patches
- Topic: [WIP] cotton_disciple's HUD edits
- Replies: 35
- Views: 69432
Re: cotton_disciple's HUD edits
Ah, so no version that displays ammo counts for classic Doom? That's unfortunate, but not a big deal since the original version for it still works.cotton_disciple wrote: there's no classic version, only bd, pb and universal (for every mod, which adds them in order as you picked up weapon)
- Sun Jun 09, 2019 11:43 am
- Forum: Graphic/Audio Patches
- Topic: [WIP] cotton_disciple's HUD edits
- Replies: 35
- Views: 69432
Re: cotton_disciple's HUD edits
Really appreciate you continuing development of such a great hud, but why do the Classic Doom versions you made not have the ammunition totals of all weapons like the base HXRTC Classic DOOM did? 7.0a and 8.0c don't have them. Only the unfinished 8.0d has them, and they're in a strange order (cells ...
- Wed May 08, 2019 5:10 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2009
- Views: 672758
Re: Smooth Doom
I've noticed the sprite of a plasma gun projectile impacting something does not appear unless Plasma Sparkles are turned on, at least for 3.7.2. Is this intentional?
- Mon Apr 15, 2019 8:18 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2009
- Views: 672758
Re: Smooth Doom
Just took a look at the decorate file to get the frame data and...you're actually not wrong. The first frame you can refire on the default smooth shotgun's animation is frame 40 while it's frame 37 in the original Doom. 40/35 ≈ 1.14, 37/35 ≈ 1.06. Oh, the frame data! Looking at that would have been ...