new patch for ultimate super doom 3, the changes are: fixed the machinegun global sound on multiplayer. chaingun hold more faster. shotgun is more powerfull. fixed the bug of the casings on multiplayer increased the probability of found chaingunners in a map (including doom1). revenant can also appear on doom1 mods.
Hey man the demo of the Revenge Of Evil download link is dead.
Can you please post it on mediafire?
Check yourself if you don't belive me :|
Badongo.com
that demo is very, very old, i will release a new demo for revenge of evil this year, but i dont know exactly the date.
Ok man i hope soon :)
Cause i wan't that textures and idk how to convert them to doom 2. When i wanna take photo of walls I see a part of my hand or weapon. And idk how to use programs for that.
And the levels are verry cool :).
go to doom3 options, you can remove the hud there and weapons too.
Thanks this will help :)
Or you can rip open pak0.pk4 and shimer in it for textures
Now it gives an unexpected error in editor but when i test the map textures are there lol
bug in level 30 of doom tnt
The only problem I have with this mod is that the Soulcube seems to just not want to work for some reason.
I use ZDL to load my .WADs, so perhaps it has something to do with that? Help would be appreciated! :)
the soulcube only work if you killed almost 5 monsters, and pressing Q button for change to that weapon.
What do I do with the RAR file??? Can't it be pk3 instead? I putted it in my skins folder at Zandronum but it won't work.
extract the rar file were you installed usd3 and later execute the bat file from this patch.
i dont see gun in game
i see invisable weapon in game
this mod runs with 2 wads: ultimatesd3mod.wad and code6.wad
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Hi guys :) i have a question how run this mod thanks:)
you need ultimatesd3mod.wad and code6.wad (patch 4.9) when you downloaded this patch copy and paste all the file of this folder into the foldier were you installed ultimatesd3mod.wad and the source port (gzdoom or zandronum or skulltag, etc) then execute the bat file depending of your source port.
weapons are non switchable. flashlight does not work. gzdoom 2.2.1 and 1.8.10. using mod and code6.wad (v4.9 patch)
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Cool mod, very complete with monsters and weapons, the lots of sprites make the animations look fluent even without 3D models, nice job!
Just one question: Is there a possibility to play this with Doom2 instead of Doom1 to use megawads created for Doom2? Thanks
corpses on the floor (not the ones you create, the ones that are already there as decoration) are all partly see through. am I missing something?
Does not work tested it with zdoom v2.2.0 then this is what happens
OS: Windows NT 6.2 (Build 9200)
M_LoadDefaults: Load system defaults.
W_Init: Init WADfiles.
adding C:/Users/RAGE/Desktop/DOOM/xp/super doom 3/patch4.9/zdoom.pk3
adding ./doom.wad (2306 lumps)
adding C:/Users/RAGE/Desktop/DOOM/xp/super doom 3/patch4.9/d3wm2.wad (2223 lumps)
adding C:/Users/RAGE/Desktop/DOOM/xp/super doom 3/patch4.9/code6.wad (46 lumps)
I_Init: Setting up machine state.
CPU Speed: 2993.234585 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Pentium(R) CPU G2030 @ 3.00GHz 3.00GHz
Family 6, Model 10, Stepping 9
Features: MMX SSE SSE2 SSE3
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
Execution could not continue.
Script error, "MAPINFO" line 3:
Bad syntax.
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Is it possible to play this with GZDoom higher than 2.2.0? Every newer version has an error and lots of warrnings.
Here is a log:
Pastebin.com
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this mod is very broken and doesnt work and IDK HOW TO MAKE IT WORK PLS MAKE A YT VIDEO ON HOW TO DO IT!!!!!!!!!!!!!!!!!!!