IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

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Quadruplesword
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by Quadruplesword »

Could someone link me the site where to get this i dont find it
The link is on page 15 I believe.
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doomfiend
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by doomfiend »

Question... are the weapons still being fixed for skulltag? becuase i noticed some improvments in that Doom revenge of evil
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DOOMERO-21
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by DOOMERO-21 »

the doom3 weapons mod is not for skulltag multiplayer, you need to play this mod in single, is not my fault about the hud...multiplayer and single player are diferent i dont know why.
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Ghastly
... in rememberance ...
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by Ghastly »

DOOMERO-21 wrote:the doom3 weapons mod is not for skulltag multiplayer, you need to play this mod in single, is not my fault about the hud...multiplayer and single player are diferent i dont know why.
I've said a few times, actually, that I plan to fix the mod for Skulltag's multiplayer and various game modes once the weapons are unlagged. I played some survival with Captain Toenail with this (in software mode), and aside from a good amount of network lag from the rocket and grenade trails, which is very easy to fix, it worked perfectly fine.

I really think this mod should still be worked on because, while this is quite well done, there are enough problems that it's almost unplayable. I just need a week or two after the weapons are unlagged to finish it up.
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