
Carbine Dioxide wrote:Planning on adding these?
Matsilagi wrote:Both Dragon Bracelet and Frost Shards have no replacements. (Aand if i reckon correctly, the gauntlets too)
Also, nice mod, i think it fits the Hexen universe more than the Doom one.
RikohZX wrote:So it turns out that the Pistol isn't properly bound to the Magic ammo in Hexen. It shows itself aligned to one of the two types, but it's actually running off its original ammo type in the background since the hud doesn't show the type, and thus once you run out it's out for good. Every other gun runs off their magic type(s) properly. Then again the Pistol isn't that great against most of the Hexen enemies to begin with.
Par9000 wrote:When I throw machete in air, i heard like a bullet fall down. I looked at ground and saw a shell. Fired shell...
Is this a bug? Or something like that.
xenoxols wrote:I think this would be better with cheesy one-liners.(Toggleable of course) Also Chrome Justice should have WRF_NOBOB in it's punch refire state. Otherwise it looks stupid.(And not the kind of stupid this mod is going for.)
Onar4241 wrote:I just found a bug, the dual SMGs and Revolvers light up the level but do not return the original lightning back, until you fire with a different weapon(s).
Carbine Dioxide wrote:Planning on adding these?
Xaser wrote:The mod's got pretty much the perfect cast of weaponry already. I don't think it's a good idea to suggest further bloat.
iSpook wrote:I dunno, I'd like to have dat railgun, but that's just me lovin' on the SW-style it has.
Now for something different: Yo Pillow, people on /vr/'s Doom thread don't like how the Nutcracker doesn't work well for groups (Even though the minigun/gl/revolver/shotguns are good enough), what about making the Nutcracker's shell becoming an Explosive shell that detonates into something like the GL's explosion when it hits a Wall/floor/+Boss monsters, just to help it kill more than monsters in a small line in the round's path?
osjclatchford wrote:oh yeah. i'm running 2.7.1 so I wont work will it.
I do get fed up with this "need latest dv build or gzdoom" stuff of late.
we are modding a 20 year old game. it should be possible to do so in a way that does not exceed the zdoom engine.
Enjay wrote:What are you going to do when Randi releases a new version?
If you want to follow your logic though, everything should be runnable in BOOM (assuming you don't still want the vanilla limits such as visplane overflows etc). That's far more like the 20 year old game. Even ZDoom 1.22 brings a whole bunch of new features to the table that means a mod specifically for it won't run in BOOM. Of course, many people do set "BOOM compat" as the target for their editing.
Personally, I don't think we are modding for a 20 year old game. I think we are modding for a (more or less) present-day feature set (as far as possible anyway) that just happens to use 20 year old resources as its core and default data set.
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