Thanks for the reply, hope it takes the minimum amount of effort, modding this game can get tedious at times.
Thanks for the reply, hope it takes the minimum amount of effort, modding this game can get tedious at times.
I dig it, it's pretty cool. How much work would it be to re-instate the kick? Tends to be pretty useful against close in enemies and for sending barrels away.
Grabbed that weapon gulash and added a few of the fixes you had on that Mega link, still getting some crash to desktops when changing levels every once and a while, seemingly at random. Is there a log somewhere I can hand off?
Congrats on winning 1st place, you definitely deserve it.
Say I crack open your mod in SLADE, what would I have to do to increase the weapons per slot to 2? Is it the player classes or the MaxWeaponsFilled startitem?
I've got to admit, the m1911 is fun, even if it doesn't launch bodies back that way in real life. Still though, a .45ACP is a big slug and does tend to knock most folks down. I'd lessen the distance they fly back, but not that they fly back. Damage is fine.
Made my day buddy, thanks.
I keep coming back to this mod, and it's because it fulfills a couple things that I've always wanted in Doom. I'm wondering about your thoughts on two things for the next update.
1) Would you be open to having two or three weapons per slot?
2) Would you consider having a separate wad or pk3 with the companions or miscellaneous items ( C4, sat phone, Companions, claymore etc...)?
I keep coming back to this mod, and it's because it fulfills a couple things that I've always wanted in Doom. I'm wondering about your thoughts on two things for the next update.
1) Would you be open to having two or three weapons per slot?
2) Would you consider having a separate wad or pk3 with the companions or miscellaneous items ( C4, sat phone, Companions, claymore etc...)?
Script error, "brutalv20b.pk3:blood.txt" line 610: Expected ',', got 'I'.
Using the latest version of Gzdoom.
Anyone else having texture issues with hunting shotgun? I installed the millenia retexture and it's completely misaligned.
Did this for the Mp7 btw. Works perfectly.
I pulled up the cbj mod off of nexus and made the Modernfirearms esp dependant on it with FO4Edit, and replaced the 10mmauto anim keyword with the cbj anims keyword. Works pretty well.
Youtube.com This was released by Haxorus to be used as whatever with credits, but is incomplete.
Youtube.com This one is complete from Ha_ru (Blackxteel on nexus), but requires your team to reach out.
Fix your AK anims for fun and profit.
Youtube.com This is an example of Ha_ru's work, check it out.
Talk to Ha_ru (Blackxteel on nexus) about ak anims. Has them working based off of meshes from the same source, and may be willing to offer them up for the kalashnikovs in this mod.
Doesn't work. Latest SVN and all amount of load order flipping on account of there being no readme file and it still crashes after giving a scripting error..
If you happen to look at tweaking or adding anything in the future, It'd be pretty neat to have a Tech-Guard conscript / Bondsmen unit at the start of the game that's roughly on par with a guard squad, which is easily replaced at tier 2 or 3 by the hypaspists but can use a special weapon or two to stay somewhat relevant mid-game. I suppose it'd look like the usual IG squaddie with maybe a bionic eye or limb popped in there at random. I bring it up as the hypaspists tend to take a while to build in my game, and I've been overwhelmed pretty early in some of the large deathmatches that are pretty close quarters. Just an idea, magnificent mod BTW, been looking forward to it for a long time.
How do i keep these guys from shooting me in the back?
The project brutality version prevents the selection of the starting .30 cal assault rifle whether the player has the m60 or not.
Eisenberg
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