Special Weapons: Updated 01-24-17

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doomguy214
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Re: Special Weapons: Updated 01-24-17

Post by doomguy214 »

Captain J wrote:I've noticed that, too. But next time, try to PM the original creator or request the download link at this thread.
Done that pm the author & requested mod on link above. If u was able to find old copy of mod on web archive I give link if u want
Golira
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Re: Special Weapons: Updated 01-24-17

Post by Golira »

So uhhh.. Any fixed link for the mod?
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wildweasel
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Re: Special Weapons: Updated 01-24-17

Post by wildweasel »

Zachclaude55 wrote:So uhhh.. Any fixed link for the mod?
Captain J wrote:I've noticed that, too. But next time, try to PM the original creator or request the download link at this thread.
64palm
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Re: Special Weapons: Updated 01-24-17

Post by 64palm »

link are dead
can you added new link ?
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Dr_Cosmobyte
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Re: Special Weapons: Updated 01-24-17

Post by Dr_Cosmobyte »

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ZikShadow
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Re: Special Weapons: Updated 01-24-17

Post by ZikShadow »

Apteral10
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Re: Special Weapons: Updated 01-24-17

Post by Apteral10 »

ZikShadow wrote:https://github.com/JRHard771/Special-Weapons/
This should be good enough.
Tried, couldn't find PK3 and dragging the folder to run it with Gzdoom resulted to just vanilla game play.
Jarewill
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Re: Special Weapons: Updated 01-24-17

Post by Jarewill »

Apteral10 wrote:Tried, couldn't find PK3 and dragging the folder to run it with Gzdoom resulted to just vanilla game play.
The entire zip file is the pk3.
Instead of unzipping the folder, simply drag and drop the entire zip onto GZDoom.
Apteral10
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Re: Special Weapons: Updated 01-24-17

Post by Apteral10 »

Jarewill wrote:
Apteral10 wrote:Tried, couldn't find PK3 and dragging the folder to run it with Gzdoom resulted to just vanilla game play.
The entire zip file is the pk3.
Instead of unzipping the folder, simply drag and drop the entire zip onto GZDoom.
Works now although I have some difficulties getting the HUD recommended working but that is for the thread of the HUD. Never mind, I got it working now. Would like to see weapon models some day but that I will leave to the OP to do at his/her own pace.
64palm
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Re: Special Weapons: Updated 01-24-17

Post by 64palm »

ZikShadow wrote:https://github.com/JRHard771/Special-Weapons/
This should be good enough.
thank you
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Shatter-Thought[V-4]
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Re: Special Weapons: Updated 01-24-17

Post by Shatter-Thought[V-4] »

This has been a very fun mod to play around with, giving me a smorgasborg of weapons to muck around with while keeping the danger high!

That said though, I would like to be able to teak the overall damage enemies can give, or the percentage of ammo dropped to tweak the experience depending on the map set I am working with, as some are more insidious with their monster setups that give ambushes or blindspots that are a little bit insane to work with.

A few items to pickup would be nice too to use long term such as night vision scopes with zoom functionality.

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