Laser Pineapple wrote:1) The boss music for the castlevania-esque level was missing
2) The same for the final boss music, it was missing
3) There was no music in the credits sequence
You need to set your sound to OpenAL
Laser Pineapple wrote:1) The boss music for the castlevania-esque level was missing
2) The same for the final boss music, it was missing
3) There was no music in the credits sequence
nonexistentboy wrote:I've found the issue, GZDOOM connexted DOOM.WAD and not DOOM2.wad.
PS, is it supposed to use rocket jumping in Happy Gardens? Also in Lucy in the Sky with Coins, I can't get one of the red coins without rocket jumping.
nonexistentboy wrote:Where is the end here? Map "Thank you"? I can't see any exit in this map, I can only return to Mansion.
nonexistentboy wrote:Yes, I have 20 golden souls and I returned to Mansion near the entrance to the last map (this entrance is directly behind me). Is that all?
HyperLuke wrote:I get an issue where if I save, GZDoom will either not respond or crash immediately.
Doom: The Golden Souls 1.4 "Even More Definitive Edition"
-Gzdoom 3.0 compatibility fixes (Hud not displaying correctly)
-Fixed Missing Music
-Added Title Screen Music (Kept you waiting huh?)
Maps:
-MAP06 - Daring Desert
*Removed Blot in quicksand (replaced with a medkit)
-MAP13 - Lucy In The Sky With Coins
*Changed a red coin spot (Yeah i'm talking about THAT red coin)
Weapons:
-Buffed Fist
*Faster punch, same damage as before.
-Buffed Revolver
*Raised Damage from 9 to 11
-Buffed Over and Under Shotgun
*Slightly slower rate of fire
*Faster Reload
*Improved animation
-Buffed Autoshotgun
*Faster Reload
-Buffed Cannon
*Direct hit damage raised from 20 to 22
*Rockets now gradually gain extra speed
-Buffed Spikegun
*Faster rate of fire
Soul Sucka wrote:I had my eyes on this mod many years back, and I finally got around to playing it. I had a ton of fun with it (100%'d everything), and I look forward to the sequel! I've noticed a bug in the latest release though: the music in Space Ghost House abruptly stops playing after a few minutes, and the only workaround I have is to do the snd_reset command once it happens.
Apologies for the bump, by the way. =w=;
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