MrPyrite wrote:The Direct Hit
Spoiler: Close enough
MrPyrite wrote:The Direct Hit
Spoiler: Close enough
What is the name of the WAD you're playing in that video? Looks like something i would like to try out =)Slax wrote:Spoiler: Hmm
I think it's Doom II Reloaded.TTK_86 wrote:What is the name of the WAD you're playing in that video? Looks like something i would like to try out =)
eheheheheheheehMrPyrite wrote:I just came up with an idea if TF2's Direct Hit made it into this Mod:
Yeah. It likes to fight me tooth and nail though, bloody thing. Basically it'll only work on MAP30 of a vanilla megawad. If you try it on anything like Compendium or something that mixes things up a bit, it just won't work.Bofubutt wrote:That's a really neat glimpse into the adaptive system's inner workings. What really interests me is that I saw a menu option stating that you could change what map you go to after killing the Icon of Sin - does this mean you can theoretically cycle back through an IWAD/megawad and keep pumping up the difficulty?
Spoiler: Last one for now
Hehehe, thankfully I fixed that a long time ago.Viscra Maelstrom wrote:i have discovered the secret to all-encompassing power
That's probably more a question for whoever's working on DoomRPG (if anyone is) than for this thread, honestly.ALLEN2 wrote:Will this upcoming version be compatible with the latest revision of DoomRPG on the github?
Yeah, DoomRPG's still being worked on here - https://github.com/Sumwunn/DoomRPGBofubutt wrote:That's probably more a question for whoever's working on DoomRPG (if anyone is) than for this thread, honestly.ALLEN2 wrote:Will this upcoming version be compatible with the latest revision of DoomRPG on the github?
That being said, I do think it'd be really cool if someone made a simplified version of DoomRPG that interfaced with this. I feel like it got a little too unwieldy later in its development cycle. But that's probably for another thread as well.
off-topic but thanks for linking that, the last build from two years ago has been buggy for me and i still play itBoneofMalkav wrote:Yeah, DoomRPG's still being worked on here - https://github.com/Sumwunn/DoomRPGBofubutt wrote:That's probably more a question for whoever's working on DoomRPG (if anyone is) than for this thread, honestly.ALLEN2 wrote:Will this upcoming version be compatible with the latest revision of DoomRPG on the github?
That being said, I do think it'd be really cool if someone made a simplified version of DoomRPG that interfaced with this. I feel like it got a little too unwieldy later in its development cycle. But that's probably for another thread as well.
Edit: Not sure if DoomRPG Launcher works with it, but using Doom Exicutor works just fine for it.
Dual N <3 ^___^Yholl wrote:it'd end up as a B4T4S2F2N2 missile launcher
Kind of an edge case, but waving Death's Gaze around carelessly will aggro friendly creatures (and piss off the friendly Marines in the DoomRPG outpost).DarkTalon25 wrote:Is there any disadvantage to possessing the Demonic weapons besides the Nightmare Artifact Guardian encounters? The weapon and upgrade descriptions imply such, but I haven't had any, so...