Act Of Violence - A Dying Breed
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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.
- mamaluigisbagel
- Posts: 526
- Joined: Wed Jul 09, 2014 7:25 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
Re: Act Of Violence - A Dying Breed
Been a while since I played this mod, and I forgot how fun it is to me. Glad to see it updated to fix the issue I had with player width!
Re: Act Of Violence - A Dying Breed
hey there loss for words,this mod is awesome but can you add a option to switch beetwen dual wield and non dual wield?
Re: Act Of Violence - A Dying Breed
Good weapons mod, but I've noticed two things.
1. In multiplayer, screen shaking when firing weapons is effectively global due to the quake radius of weapons, meaning that if another player fires their weapon, everyone else's screen will shake accordingly. I believe it's caused by this code:
FireRest:
MGNF B 0 A_Quake(5, 6, 0, 48576, "None")
2. There's incorrect capitalization in some pop-up messages. "I" is sometimes lowercase.
1. In multiplayer, screen shaking when firing weapons is effectively global due to the quake radius of weapons, meaning that if another player fires their weapon, everyone else's screen will shake accordingly. I believe it's caused by this code:
FireRest:
MGNF B 0 A_Quake(5, 6, 0, 48576, "None")
2. There's incorrect capitalization in some pop-up messages. "I" is sometimes lowercase.
Last edited by snowangel on Sat Apr 05, 2025 7:38 am, edited 1 time in total.