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by Turret49 » Mon Mar 26, 2018 2:50 am
Xaser wrote:hope you're having fun with it otherwise!
Oh yeah definitely! It was a lot shorter than I expected with the high monster count. Could probably try going again with a blaster-only run, but not sure about how slow that would make the end boss fight.
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Turret49
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- Joined: 29 Aug 2015
by SwiftFunk » Sun Jan 13, 2019 1:59 pm
Starting on any difficulty causes crash:
- Code: Select all • Expand view
*** Fatal Error ***
Address not mapped to object (signal 11)
Address: (nil)
GZDoom Version: 3.7.1 Stable (Linux .deb 64bit)
Graphics: Intel Integrated
Mod Version: v2
IWAD: doom_complete.pk3 (tried loading Hell On Earth)
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SwiftFunk
- hyperactive scatterbrain with milkshake running through my veins
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- Joined: 22 Dec 2016
- Location: here and there, at the same time
- Discord: IzumiDev#8865
- Twitch ID: izumidev
- Github ID: izumidev
- Operating System: Debian-like Linux (Debian, Ubuntu, Kali, Mint, etc) 64-bit
- Graphics Processor: Intel (Modern GZDoom)
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by Rachael » Sun Jan 13, 2019 2:27 pm
All crashes need to be
reported here.
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Rachael
- Webmaster
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- Joined: 13 Jan 2004
- Discord: Rachael#3767
- Twitch ID: madamerachelle
- Github ID: madame-rachelle
- Graphics Processor: nVidia with Vulkan support
by Neccronixis » Sun Oct 06, 2019 9:07 am
Have you considered turning this mod into a standalone weapons mod since the guns are so freaking awesome to use?
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Neccronixis
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- Joined: 24 Dec 2011
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