[v1.0.0] Psychic -- HEY LOOK ITS RELEASED NOW

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: [WIP] Psychic -- Public Beta #1

Post by Kinsie »

This is really good, but PLEASE make the HUD scale. I play in a 1024x768 window on a 1680x1050 screen, and I really had to squint to read anything.

EDIT: Tried hud_scale, much better. Kind of strange that the menu option I always use for every other HUD seemed to not work. Huh.
User avatar
hitmanx
Posts: 429
Joined: Sat Dec 18, 2004 4:58 am

Re: [WIP] Psychic -- Public Beta #1

Post by hitmanx »

Just fucking wow!

You should take great honor in the fact that i have never actually played through doom 2 from start to finish. Not once.

But with your mod, i played through the whole game even the wolf levels. This is the first mod thats made me want to play that long.

So fucking awesome man. Best mod i've played.

The shotgun probably isn't the best weapon but hell i used it the most, it never gets old. Love the blurred frames.

you are a legend Xaser
User avatar
TypeSaucy
Posts: 1000
Joined: Wed Sep 17, 2008 9:31 am

Re: [WIP] Psychic -- Public Beta #1

Post by TypeSaucy »

oh... my... :surprise: this is supercalafragalisticexpialadotiously AWESOME!!!!!!!!!!1 (im suprised i can even spell that :P ) this is even better than the gameplay trailer. Xaser, this is just so.. like this is... like... *dies out of excitment, without caring about spelling*
User avatar
peoplethought
Posts: 160
Joined: Mon Aug 25, 2008 3:38 am

Re: [WIP] Psychic -- Public Beta #1

Post by peoplethought »

Ritalin.
User avatar
TypeSaucy
Posts: 1000
Joined: Wed Sep 17, 2008 9:31 am

Re: [WIP] Psychic -- Public Beta #1

Post by TypeSaucy »

*comes right back alive* what? funny, how did i... oh yeah. where was i? ...like the BEST MOD I have ever played!!!!!!!! your welcome for bumping this. :P
User avatar
Kate
... in rememberance ...
Posts: 2975
Joined: Tue Jul 15, 2003 8:06 pm

Re: [WIP] Psychic -- Public Beta #1

Post by Kate »

I remember testing DVII MAP01 with this.. I shot the barrels near the blue key..The PC locked up. That's when I found out that there were 600 barrels overlaid in that one area alone, 150 barrels per spot.

If the sound duplicates weren't capped, I'd say shooting one of those barrels could make your speakers explode as well.
User avatar
bagheadspidey
Posts: 1490
Joined: Sat Oct 20, 2007 10:31 pm
Contact:

Re: [WIP] Psychic -- Public Beta #1

Post by bagheadspidey »

This is good stuff, really well put together =) The doom 1 episode names crack me up. Eagerly awaiting the next release...

THANK YOU SIR BELFIN
User avatar
Borya
Posts: 6
Joined: Sat Jan 05, 2008 1:12 pm
Location: A glacial palace in the elder forest of the north...

Re: [WIP] Psychic -- Public Beta #1

Post by Borya »

I'm not sure if there's something I've buggered up in the set-up, but when I tried running this in a co-op game, we could only get a maximum of 1bm. We're using GZDoom r343, and I'm not running into any issues in single player mode. Is there a setting I'm overlooking (no DMflags are set currently), or have I somehow inadvertently run into a bug?
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: [WIP] Psychic -- Public Beta #1

Post by Xaser »

I never got the chance to test this version in co-op, mainly because Skulltag needs to get off its lazy butt and update, so you may very well have run across a bug. I can't investigate this myself (dialup) but if anyone else can confirm this, I'll do my best to take a look. I don't think any special settings are required, but I could be wrong.
Pink Silver wrote:DVII MAP01
Ah, thanks for the reminder. I totally forgot to put a warning about the evil barrels in the text like I told myself I would... oh dear. Memory AAAAHH
User avatar
Ethril
Posts: 2677
Joined: Sun Nov 16, 2008 2:59 am
Location: with you in the dark

Re: [WIP] Psychic -- Public Beta #1

Post by Ethril »

As far as I can tell, it works fine in the latest Skulltag beta... As long as you're in single-player mode. :P
I tried to do an Invasion with this, but I only got BM from the first one I picked up. It was running normally in the normal maps, though.
User avatar
TypeSaucy
Posts: 1000
Joined: Wed Sep 17, 2008 9:31 am

Re: [WIP] Psychic -- Public Beta #1

Post by TypeSaucy »

i could tell that if the real deal is realesed, there's gonna be alot of addons for this. :P
User avatar
CaptainBighead
Posts: 278
Joined: Mon Sep 22, 2008 8:38 pm
Location: Between a rock and a hard place... Dont ask.

Re: [WIP] Psychic -- Public Beta #1

Post by CaptainBighead »

Psychic multiplayer was on my mind... :3:
User avatar
TypeSaucy
Posts: 1000
Joined: Wed Sep 17, 2008 9:31 am

Re: [WIP] Psychic -- Public Beta #1

Post by TypeSaucy »

lol, new powers was on my mind, but thats good too. 8-)
blueoyster
Posts: 21
Joined: Sun Jun 07, 2009 8:51 pm

Re: [WIP] Psychic -- Public Beta #1

Post by blueoyster »

I think there aren't enough weapons... or is the amount of psychic powers supposed to be higher than the amount of weapons?
User avatar
Captain Ventris
Posts: 4608
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: [WIP] Psychic -- Public Beta #1

Post by Captain Ventris »

blueoyster wrote:I think there aren't enough weapons... or is the amount of psychic powers supposed to be higher than the amount of weapons?
Well, it IS called PSYCHIC.

And I would have thought you would have wanted more cowbell.
Post Reply

Return to “Gameplay Mods”