Search found 29 matches

by BlueInferno
Sat Aug 20, 2016 11:51 pm
Forum: Closed Bugs [GZDoom]
Topic: Deadalus- Alien Defence is broken
Replies: 2
Views: 294

Re: Deadalus- Alien Defence is broken

Sweet! I always check the forums daily and this slipped under my radar somehow.
by BlueInferno
Sat Aug 20, 2016 9:46 pm
Forum: Closed Bugs [GZDoom]
Topic: Deadalus- Alien Defence is broken
Replies: 2
Views: 294

Deadalus- Alien Defence is broken

I tried playing this and then I stepped into the gate to engineering and it loops the cutscene and autosaves endlessly never proceeding.
I was using zdoom stable build.
by BlueInferno
Wed Sep 09, 2015 11:00 am
Forum: Gameplay Mods
Topic: [Add-On] DoomKrakken's Monster Randomizer (V4) FINALLY.
Replies: 317
Views: 83280

Re: [Add-On] Guncaster Monster Pack (now serving Vanilla)

I played heretic pwads with doom monster in them, I forgot the names of the wads though. Unloved had acolytes and avatars that are recolored dark bishops and hereseachs.

Anotherwards, its been done before so you have nothing to worry about .😊
by BlueInferno
Mon May 04, 2015 4:02 pm
Forum: Gameplay Mods
Topic: [UPDATED 5/1] Modes of Destruction 0.4.1
Replies: 98
Views: 20144

Re: [UPDATED 5/1] Modes of Destruction 0.4.1

This happened in DTWID-LE E1M8 and E2M8. I used the rocket launcher and minigun for the barons, the plasmagun and rocketlauncher for the cyberdemon. Boss deaths dont seem to work.
by BlueInferno
Mon May 04, 2015 3:19 pm
Forum: Gameplay Mods
Topic: [UPDATED 5/1] Modes of Destruction 0.4.1
Replies: 98
Views: 20144

Re: [UPDATED 5/1] Modes of Destruction 0.4.1

Just played DTWID-LE and really enjoyed this.

When I killed the barons and the cyberdemon, The walls never lowered or did the stage ended. Even Ultimate Dooms E1M8 Boss tags dont work.
by BlueInferno
Sun Mar 08, 2015 11:35 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: 64-bit Fluidsynth?
Replies: 18
Views: 6094

Re: 64-bit Fluidsynth?

Bassmidi plays just about every soundfont flawlessly vs fluidsynth screwing up some soundfonts I used. CT8MGM.SF2 along with others dont run at all on it.
by BlueInferno
Sun Jan 25, 2015 8:30 pm
Forum: TCs, Full Games, and Other Projects
Topic: Hell-Forged (updated to v1.11 - development paused)
Replies: 4991
Views: 681478

Re: Demon Eclipse - Dropped.

It's sad that you have to go away. Real life get all of us, sooner or later. :( But you'll always be remembered as one of the best, and is an inspiration to many newcomers, not to mention that people will always keep your works around. So thank you Eriance. And don't forget to visit us when you ...
by BlueInferno
Sun Jan 25, 2015 8:18 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Coronas or halos pk3
Replies: 5
Views: 690

Re: Coronas or halos pk3

This isn't a ZDoom feature suggestion, and GZDoom supports neither of these things natively anyway. This has been a 10/10 thread. Would 10/10 again. I thought both ports were envolved in this section together :?: . I used mods with thoses effects before, am curious how they were used in the first ...
by BlueInferno
Sun Jan 25, 2015 6:29 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Coronas or halos pk3
Replies: 5
Views: 690

Coronas or halos pk3

How does anyone feel about doomlegacys coronas and doomsdays halo effects for the lights? I think it would be a nice touch for gzdooms new renderer. Like how lights.pk3 and brightmaps.pk3 are packaged so that there optional and less intrusive to modders. The coronas IMO would be better since halos ...
by BlueInferno
Fri Jan 09, 2015 10:19 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1704709

Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

Ahh. I would never figured that out on own. I first thought I need to time it just right with those lights boucing up and down the gun. Thanks!
by BlueInferno
Fri Jan 09, 2015 12:35 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1704709

Re: [WIP] DoomRL Arsenal - [Beta 7.94] [MP-B5.2]

I got my hands on the high powered nuclier bfg, I cant figure out how to fire it without blowing my self up. Im playing as the technition.
by BlueInferno
Thu Nov 20, 2014 5:10 pm
Forum: Abandoned/Dead Projects
Topic: TiberiumDoom : Final 2.0.3 Altfires! WOOOOO
Replies: 185
Views: 39085

Re: TiberiumDoom : Final Beta 2.0

Nice work! Very solid and fun. I want to point out a weird bug with the skull keys. http://i.imgur.com/ByO1v45.png http://i.imgur.com/0aephNM.png http://i.imgur.com/vJWfUQB.png I'm using GZdoom 2.0.03 it could be related with the renderer changes. When firing the quad shotguns secondary with one ...
by BlueInferno
Tue Oct 28, 2014 7:15 pm
Forum: Abandoned/Dead Projects
Topic: ÆoD (6.06.02 (03-14-16))
Replies: 3696
Views: 470422

Re: ÆoD (patch 6.02 (01-22-12))

Im having the exact same problem slax.
by BlueInferno
Sun Oct 26, 2014 4:04 pm
Forum: Launchers
Topic: ZDoom Executor new ZDoom (and related projects) Frontend.
Replies: 304
Views: 94764

Re: ZDoom Executor new ZDoom (and related projects) Frontend

I already started using this over zdl. The profile system makes things so much easier.
by BlueInferno
Wed Aug 13, 2014 5:03 pm
Forum: Levels
Topic: [WIP] S.U.P.E.R Natural: Demo Updated
Replies: 261
Views: 45305

Re: [WIP] S.U.P.E.R Natural: Demo Released

Played it and completed it. The most immersive design I felt in a really long time. The whole road and car disappering reminded me of all those nightmares being lost and my road being replaced by woods aways plaged me when I was about seven years old. So that made me excited and creeped out, and I ...

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