Morter wrote:So what weapons are the Leadspitters meant to replace? I'm playing through Doom 1 episodes and I've seen the Chrome Justice (which I'm pretty sure replaces the SSG?) but I haven't run into the Uzis yet, even though I'm in episode 3 now...
Morter wrote:So what weapons are the Leadspitters meant to replace? I'm playing through Doom 1 episodes and I've seen the Chrome Justice (which I'm pretty sure replaces the SSG?) but I haven't run into the Uzis yet, even though I'm in episode 3 now...
DoomKrakken wrote: Where the hell did you find an SSG in the first Doom? XD
PillowBlaster wrote:Mind if I'll nab a thing or two out of it and slap it into base mod?
PillowBlaster wrote:And I see those uncommented powerups
Talon1024 wrote:Here's a new version of my fix pack: http://www.ciinet.org/kevin/myimages2/doom/tb/Trailblazer_v1.4b_fix.pk3I also created a ZScript HUD for this mod: http://www.ciinet.org/kevin/myimages2/doom/tb/Trailblazer_v1.4b_zshud.pk3
- Fixed un-upgraded single Leadspitter auto-reloading in Hexen
- Fixed Patriarch and spikebomb damage to other players in deathmatch
- Fixed dodge speed after respawn/resurrect
- Fixed Leadspitter spawns in deathmatch
- Fixed both Fleshrend and Leadspitter pickups in deathmatch
The most notable difference between the SBARINFO HUD and this one is that the colour of the armor number is based on the armor class rather than the amount. It's even on GitHub.
Chloroxite wrote:I love this mod alot, especially when paired with colourfulhell. I do have an idea that might be a neat thing to consider in some capacity: Universal elemental damage attachments for weapons. I think it would be pretty neat to be able to apply, say, ice damage to my pistols or fire damage to my shotguns (dragon's breath ftw.) Ice for example could stun enemies for extended periods of time, while fire is a simple dot that maybe could spread between enemies. Poison would be...poison.
Maybe a limit could be only one element can be applied at on time.
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