There's Auger Zenith, Doom 2 In City Only, Ashes sterilized version
There's Auger Zenith, Doom 2 In City Only, Ashes sterilized version
Not atm, since it'd be hard to maintain, maybe later.
1. that's normal, or else it'll be quite long.
2. I can look into it but no promises
Thanks! It's possible but hard to maintain, maybe down the road
Thanks.
1. There's options to reduce/disable weapon's recoil effect.
2. Not sure I understand, got examples?
That's a gzdoom bug, please update to the latest version of gzdoom.
Thanks, I think I understand the error and I added an extra check to 'fix' it, but since there was never an error on my end, let's hope for the best. I also test with lzdoom, btw.
Thanks. I don't have that bug on my end, are you using delta touch or something like that? If so, can you please tell me the error message?
You can already do that, by using a custom texture pack, like this one:
Forum.zdoom.org
It's fixed, it'll be included in the next release
Thanks for the kind words.
The first issue is probably a combination with different mods, or a megawad which replaces weapon sprites.
The second one is not an issue, you can change the SSG look in the options.
Indeed I used a different sprite along the way, but I left the old one for nostalgia
It's fixed. Please download the latest gzdoom version.
That's a bug with gzdoom. Please download the latest gzdoom version.
That's a bug with gzdoom. Please download the latest gzdoom version.
Yes this bug has been acknowledged by the devs and has been fixed, but I guess we'll have to wait for the next stable release. In the meantime please use an older gzdoom version.
Yes it is a bug with the latest gzdoom. The weird thing is that they've fixed it already, but I guess we'll have to wait for the next stable release. In the meantime, please use an older gzdoom version.
Thx, I'll see what can be done.
In the meantime, you can see the mod's content if you change the extension from .pk3 to .zip. The casing sounds are in Sound/Casing, you can delete the offending files or maybe lower the volume if you know how to use sound editing programs.
That's a bug with the latest gzdoom. Please use a previous gzdoom version.
Thanks for the bug report. After some testing it seems to be a bug with gzdoom. I have reported it to the devs, let's hope they can fix it.
Maybe when I can make some weapons more universal (like shrinker, expander, etc) this task would be easier.
Noted, but the current message is the best I could come up with at the time.
1. Yeah the shrinker is OP if you know how to take advantage of it, so I left the ammo consumption like that on purpose.
2. That's because it's the medkit "heal" limit (takes effect when you use it), not your regular hp limit or the medkit capacity limit.
Thank you for the kind words.
I updated the mod with a fix, please download again.
With the "secondary fire". You have to bind it to something in the control options, like the right mouse button. It's extremely recommended to do that since most weapons have an alt attack.
Hey, thanks for the kind words!
About the decorations, if you place doom decorations they will be replaced by random duke decorations. But I have also assigned doomed numbers to each new actor. So in theory (I haven't tested this), if you place specific doomed numbers in a map, you can place specific actors (this applies to monsters as well).
You can find the doomed numbers for each decoration actor in the file "Actors\Lights.txt"
Not in the short term, I've not made a single map ever, so I don't know how that works yet.
kipo50
joined
This member has provided no bio about themself...