Well, i'm a mod developer. I like to modify the Doom videogame, using the classic GZDoom and Zandronum sourceports. I've been doing this for like, 12 years ;) I do also make some drawings and music but that's not related to this page.

Comment History  (0 - 30 of 396)
AlphaEnt
AlphaEnt - - 396 comments @ Serious Doom: Egyptian Mayhem (last updated 1/4/2024)

Do you mind telling me which version of which sourceport are you using, which guns are affected by the bug and how to recreate the bug?
I had no luck recreating those issues on my own.

Good karma+1 vote
AlphaEnt
AlphaEnt - - 396 comments @ Serious Doom: Egyptian Mayhem (last updated 1/4/2024)

Do you mind telling me which version of which sourceport are you using, which guns are affected by the bug and how to recreate the bug?
I had no luck recreating those issues on my own.

Good karma+1 vote
AlphaEnt
AlphaEnt - - 396 comments @ Doosk (aka Dusk weapons rip)

I explained this issue on the zdoom forums, but I don't mind explaining it here as well.
Weapon code is capped at 35 fps, so regardless of how I coded the gun, it will never be accurate to Dusk's firerate (it's either few milliseconds faster or slower, as 1 tic equals 27 milliseconds, so I can't accurately match dusk's firerate)

Earlier versions of this mod had slower firerate, as I based the rof on the video i recorded, but after a bunch of feedback I ended up increasing the firerate by 1 or 2 tics.

Now, it's few milliseconds slower than normal, but even by being slower, it's actually closer to the original firerate, than if I had gone faster.

Extra info here: Forum.zdoom.org

Good karma+1 vote
AlphaEnt
AlphaEnt - - 396 comments @ Doosk (aka Dusk weapons rip)

Assault rifle does double damage compared to dual pistols, so, while the ammo is spent faster, you also do damage faster. Tapping the gun will always be accurate, so that way you could also make better use of your ammo, just like in both doom and dusk.

And actually, there's already an option inside the mod to make all gun ammo behave like Dusk.
I think it's located inside options - mutators - dusk ammotype

That way, each gun will have its own ammo pool like dusk did, i cannot guarantee a stable balance throughout the whole episode or campaign though.

Good karma+1 vote
AlphaEnt
AlphaEnt - - 396 comments @ HL2 Weapons for Doom Overhaul

Super cool!
I wanted to replace the pickups for a long time, but never bothered to do it, as it was a side project and i was more busy with other projects.

Good karma+1 vote
AlphaEnt
AlphaEnt - - 396 comments @ Akimbo 2 (aka The specialists RIP) V1.52b (Final)

There's no future updates planned for this mod.

Good karma+1 vote
AlphaEnt
AlphaEnt - - 396 comments @ Doosk "Manteinance update 05" (14/02/24)

4th anniversary update (15/02/24)
Added extra background detail on Aslept.
Added a new level: Corrupted cult (based on qc's corrupted keep)
Added a new level: Wort covenant (based on qc's blood covenant)
Added a new level: Ruinas sarnosas (based on qc's ruins of sarnath)
Added a new level: Vale of pwath? (based on qc's Vale of pnath)
Added two singleplayer "proof of concept" levels.
Modified one deathmatch level to add a "Proof of concept" horde mode. (Currently zandronum compatible only)
Removed a level: DSKDM01X (Aslept xl, lack of quality)
Realigned bunch of textures and tweaked some geometry on previously released levels.
Improved multiplayer mutators: Decreased totem loading time.
New mutator: Claw swap (replaces Totem sprites with Dark claw sprites)
Fixed a major bug issue related to ammo not respawning while on multiplayer.
Fixed a countitem issue after ammo was rewritten.
Added new bots: Larry Kaverga, Kwyjibo, Zooble.

Buzzsaw is now unlocked if you obtained 2 low-tech cheevos.
Totem is now unlocked if you obtained 5 untouchable awards.
Added code to randomize horizontal sprites via setscale on blood and puff sprites for extra variety.
Fixed an issue where cowgirl/mama won't spawn projectiles to attack enemies who attacked her, due to checksight looking for players out of sight instead of checklof looking for current monster target.
Deleted static Gunflash casings (no longer a mod feature, wanted to simplify gun's code)
Heavily improved sword responsiveness.
Supershotgun, AssaultRifle and Totem can now be interrupted while firing by switching into another weapon.
Sword's altfire can now be interrupted while firing by switching into another weapon.
Added optional chiptunes music. (From dusk '82)
Added back dynamic lights to Crossbow projectile.
Thrown barrels/soap can now activate walls/switches with gunfire functions
Guns are no longer visible/pickupeable while on instagib/buckshot multiplayer mutators.
Fixed missing audio issue while picking up a key.

Good karma+2 votes
AlphaEnt
AlphaEnt - - 396 comments @ Doosk (Files only) "Manteinance update 05" (14/02/24)

4th anniversary update (15/02/24)
Added extra background detail on Aslept.
Added a new level: Corrupted cult (based on qc's corrupted keep)
Added a new level: Wort covenant (based on qc's blood covenant)
Added a new level: Ruinas sarnosas (based on qc's ruins of sarnath)
Added a new level: Vale of pwath? (based on qc's Vale of pnath)
Added two singleplayer "proof of concept" levels.
Modified one deathmatch level to add a "Proof of concept" horde mode. (Currently zandronum compatible only)
Removed a level: DSKDM01X (Aslept xl, lack of quality)
Realigned bunch of textures and tweaked some geometry on previously released levels.
Improved multiplayer mutators: Decreased totem loading time.
New mutator: Claw swap (replaces Totem sprites with Dark claw sprites)
Fixed a major bug issue related to ammo not respawning while on multiplayer.
Fixed a countitem issue after ammo was rewritten.
Added new bots: Larry Kaverga, Kwyjibo, Zooble.

Buzzsaw is now unlocked if you obtained 2 low-tech cheevos.
Totem is now unlocked if you obtained 5 untouchable awards.
Added code to randomize horizontal sprites via setscale on blood and puff sprites for extra variety.
Fixed an issue where cowgirl/mama won't spawn projectiles to attack enemies who attacked her, due to checksight looking for players out of sight instead of checklof looking for current monster target.
Deleted static Gunflash casings (no longer a mod feature, wanted to simplify gun's code)
Heavily improved sword responsiveness.
Supershotgun, AssaultRifle and Totem can now be interrupted while firing by switching into another weapon.
Sword's altfire can now be interrupted while firing by switching into another weapon.
Added optional chiptunes music. (From dusk '82)
Added back dynamic lights to Crossbow projectile.
Thrown barrels/soap can now activate walls/switches with gunfire functions
Guns are no longer visible/pickupeable while on instagib/buckshot multiplayer mutators.
Fixed missing audio issue while picking up a key.

Good karma+2 votes
AlphaEnt
AlphaEnt - - 396 comments @ Counter-Strike Doom: Martian Offensive (2017-24) "12/01/24"

12/01/24: Minor bugfix update
Guns are no longer visible while multiplayer mutators are active.
Fixed a typo on fiveseven human enemy playing a wrong sound.
Sightly increased details and tweaked textures misalignements on several CSDMO levels.
Fixeda script misbehaviour while on CSDMO04 (i've splitted a linedef that made a script execute twice, spawning double the intended amount of archviles)
Some human enemies are now stunneable (no longer forces nopain flags while attacking)
If those enemies gets injured while attacking, now they will have a delay before attacking back again, to prevent sniper/grenade spam.
Added tracers to weapons.
Increased speed of healthshot animation. (deleted 20 empty frames)
Replaced hostage dogs with hostage rabbits. (lost souls are replaced by dogs on human enemies option, it could generate confusion)
Added "hostage down" audio to hostage rabbit when killed.

Good karma+3 votes
AlphaEnt
AlphaEnt - - 396 comments @ Counter-Strike Doom: Martian Offensive (2017-24) "12/01/24"

the csdmo campaign requires both the csdmo_mappack.pk3 (where textures and 2012 maps are located) and the mappack2.wad (where 2020 maps are located) files in order to work properly.

Good karma+1 vote
AlphaEnt
AlphaEnt - - 396 comments @ Counter-Strike Doom: Martian Offensive (2017-24) "12/01/24"

I've added few levels, but those were multiplayer only.
Also, just did an update minutes ago adding extra details to some of the csdmo levels.

Good karma+2 votes
AlphaEnt
AlphaEnt - - 396 comments @ Counter-Strike Doom: Martian Offensive (2017)

Cool! I am currently preparing another update for this month, but it's mostly bugfixes and minor geometry tweaks to levels to add extra details, even if subtle.

Good karma+1 vote
AlphaEnt
AlphaEnt - - 396 comments @ Counter-Strike Doom: Martian Offensive (2017)

There's an option in the skirmish menu where it says "bot setup"

Go there, then move the cursor left or right to pick whatever name you want to fill the bot slot with.

I personally have fun with 3-4 bots on deathmatch, but you can fill all slots if you want, or make a team last man standing to emulate the original round-based game. Or pick one and make duels, though bots aren't that good on duels.

Good karma+1 vote
AlphaEnt
AlphaEnt - - 396 comments @ Counter-Strike Doom: Martian Offensive (2017)

Ojalá la cosas cambien para los próximos años =P

Good karma+1 vote
AlphaEnt
AlphaEnt - - 396 comments @ Counter-Strike Doom: Martian Offensive (2017)

It would be nice, but I don't have the patience to do it myself =P
(Honestly, i'm very busy with a bunch of mod's, so I do what I can.)

Good karma+1 vote
AlphaEnt
AlphaEnt - - 396 comments @ CSDMO: Standalone HUD "03/12/23"

Hud is now compatible with guns that supports secondary ammo.

Good karma+2 votes
AlphaEnt
AlphaEnt - - 396 comments @ Blorc - Early access (31/10/23)

Mod got updated today.

2023 changelog:

Increased melee damage.
Improved pain bringer's grenade behaviour. (explodes after certain time, instead of random timing)
The mod is now compatible with older versions of gzdoom. (by request)
Fixed a typo on human playerclass, not triggering botinfo definitions correctly and making classes switch randomly.
Fixed an issue with skulltag weapon spots not being replaced properly on zandronum.
Fixed a misbehaviour with lmg-500 while on multiplayer causing players to stand still while dead.
Bulletpuffs no longer spawn while hitting bleeding entities.
You can now interrupt peacemaker, spinebuster and devastator attacks while holding fire by switching into other guns.
Fixed a glitch where you could delete the peacemaker upgrade while holding zoom function, the gun would never switch back to unzoomed.
Added previously deleted randomized fire sprites to Peacemaker.
Added random chances to flip horizontal sprites of some projectile impacts.
Flipped ammo order of some guns on hud.
Added tracers to hitscan guns.
Increased chances to switch guns while reloading erradicator.
Reduced repeated frames while reloading winchester.

Good karma+1 vote
AlphaEnt
AlphaEnt - - 396 comments @ Blorc

Mod got updated today.

2023 changelog:

Increased melee damage.
Improved pain bringer's grenade behaviour. (explodes after certain time, instead of random timing)
The mod is now compatible with older versions of gzdoom. (by request)
Fixed a typo on human playerclass, not triggering botinfo definitions correctly and making classes switch randomly.
Fixed an issue with skulltag weapon spots not being replaced properly on zandronum.
Fixed a misbehaviour with lmg-500 while on multiplayer causing players to stand still while dead.
Bulletpuffs no longer spawn while hitting bleeding entities.
You can now interrupt peacemaker, spinebuster and devastator attacks while holding fire by switching into other guns.
Fixed a glitch where you could delete the peacemaker upgrade while holding zoom function, the gun would never switch back to unzoomed.
Added previously deleted randomized fire sprites to Peacemaker.
Added random chances to flip horizontal sprites of some projectile impacts.
Flipped ammo order of some guns on hud.
Added tracers to hitscan guns.
Increased chances to switch guns while reloading erradicator.
Reduced repeated frames while reloading winchester.

Good karma+1 vote
AlphaEnt
AlphaEnt - - 396 comments @ Doosk (aka Dusk weapons rip)

There's an alternate "files only" version of the mod, it's as easy to use as drag and drop into your sourceport of choice (I personally use zandronum, but gzdoom/lzdoom works just fine)

Good karma+1 vote
AlphaEnt
AlphaEnt - - 396 comments @ Titan: Version 1.0 - Hotfix01b (Last updated 04/08/23)

Es una descarga aparte (fijate en la lista de descargas del mod, las opciones de 360 o 640p, dependiendo de la capacidad de tu maquina. Y después metés los armas hires dentro de la carpeta customfiles. O te bajás el 360 o te bajas el 640, no hace falta bajar ambos)

Good karma+1 vote
AlphaEnt
AlphaEnt - - 396 comments @ Titan: Version 1.0 - Hotfix 01b "Files only" (Last updated 04/08/23)

It has random chances to spawn instead of invisibility sphere. (I don't remember which thing randomizes with on heretic)

That may or may not be changed later, based on people's feedback.

Good karma+2 votes
AlphaEnt
AlphaEnt - - 396 comments @ Titan: Version 1.0 - Hotfix 01b "Files only" (Last updated 04/08/23)

Ok, so I think I found the problem?

In an attempt to make the monsters work with my mod, I duped some code from my own mod to prevent errors messages while playing without the mod, but clumsily didn't noticed the console was going to throw duped error messages XD

I'll find a workaround for that sometime later, I want to take some weeks off for now.

Good karma+3 votes
AlphaEnt
AlphaEnt - - 396 comments @ Titan: Version 1.0 - Hotfix 01b "Files only" (Last updated 04/08/23)

I'll check that later, it could be possible that didn't saw those messages 'cause i tested stuff on zandronum and old versions of gzdoom.

For now I want to take some time off.

Good karma+2 votes
AlphaEnt
AlphaEnt - - 396 comments @ Titan: Version 1.0 - Hotfix01b (Last updated 04/08/23)

I had that problem when trying to record footage for my channel, so I'll try to fix it by tomorrow.

(I also noticed yesterday that grenades weren't working properly, despite the fact that fixed them before, focused so much on zandronum compatibility that forgot to check if everything was still working on gzdoom XD)

Working on the hotfix, should be up within 30 minutes. Just in case, doublecheck if you have the default mapinfo option set on "custom music" menu.

Good karma+3 votes
AlphaEnt
AlphaEnt - - 396 comments @ Half-Life 2 Weapons RIP 3.25b (Final)

Not on my plans (to be honest, i don't know any of those projects)

Good karma+1 vote
AlphaEnt
AlphaEnt - - 396 comments @ Voxel Doom II

Yay!

Good karma+2 votes
AlphaEnt
AlphaEnt - - 396 comments @ Akimbo 2 (1.525 final)

This is the final official update, so no future updates are planned for this mod.

Wanted to make a mini update based on new knowledge adquired these past months.

Fixed an hud issue and added a "last weapon used" function.
So, i'll focus on other mod's instead, like Doosk and Titan, the later one having an update on august.

Good karma+1 vote
AlphaEnt
AlphaEnt - - 396 comments @ Doosk (aka Dusk weapons rip)

Yeah, it totally works with zandronum (as well as gzdoom, lzdoom and qzandronum)

There should be an update on few months with more bugfixes.

Good karma+1 vote
AlphaEnt
AlphaEnt - - 396 comments @ AlphaEnt

I know guests are unregistered annonymous, but whatever, recently released Tyrant's torment. Although it wasn't ripped under the best conditions, it is a deternal rip in a way, so here you go!

Good karma+1 vote