Marisa Kirisame wrote:You can increase the volume of tracker music in the options, by the way. I usually have it at 2.0.
i can't seem to find it.
Marisa Kirisame wrote:You can increase the volume of tracker music in the options, by the way. I usually have it at 2.0.
leodoom85 wrote:Well, here I did this...
Spoiler:
fakemai wrote:Pulse rifle, ripper, and rocket launcher probably need buffing. Maybe also flak.
fakemai wrote:The backpack doesn't seem to double capacity despite it clearly being intended in the source.
fakemai wrote:The anti-grav boots don't carry over right to the next level (you get the jump SFX and however many jumps it had, but the jump height is standard, possibly the radiation shielding effect doesn't carry over either).
fakemai wrote:Translocator should probably be a toggle due to it letting you break sequence, and telefrag enemies.
fakemai wrote:Spoiler:
fakemai wrote:Finally, a question. Does some of this depend on >OpenGL 2.1 because I get some model display issues. Shock rifle and bio rifle, keg and shield belt (you can see it a bit below and left of the crosshair), and the 3 keys don't glow. Also despite building a version of GZDoom with the backface fix, I notice when invisibility wears off the model is drawing back-to-front still. Is that a different issue?
Marisa Kirisame wrote:I couldn't really decide whether to double the ammo or not
Marisa Kirisame wrote:Making it timed is also in the plans
Marisa Kirisame wrote:Yeah, it uses shaders for many effects
Matsilagi wrote:It's a really nice mod, however I would like to request a small feature, which is disable screen shake with Chainsaw and Impact Hammer. I don't remember Unreal doing that and even tho it's a cool addition, it's mostly due to motion sickness for me.
mutator wrote:I meant to say you are able to pick up ammo when your ammunition is full
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