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.Xaser wrote:hope you're having fun with it otherwise!
dead.air - v2
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.
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.
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Re: dead.air - v2
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Re: dead.air - v2
Starting on any difficulty causes crash:
GZDoom Version: 3.7.1 Stable (Linux .deb 64bit)
Graphics: Intel Integrated
Mod Version: v2
IWAD: doom_complete.pk3 (tried loading Hell On Earth)
Code: Select all
*** Fatal Error ***
Address not mapped to object (signal 11)
Address: (nil)
Graphics: Intel Integrated
Mod Version: v2
IWAD: doom_complete.pk3 (tried loading Hell On Earth)
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Re: dead.air - v2
All crashes need to be reported here.
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Re: dead.air - v2
Have you considered turning this mod into a standalone weapons mod since the guns are so freaking awesome to use?