Hello again!
Found a progress-breaking bug in one of E1M8's variants (or are they procedurally generated?). One variant has the last teleport take you to a nearby spot instead of the final arena. Had to suicide to not lose my achievements.
Hello again!
Found a progress-breaking bug in one of E1M8's variants (or are they procedurally generated?). One variant has the last teleport take you to a nearby spot instead of the final arena. Had to suicide to not lose my achievements.
I'm having a blast with this but I do have a question: Is there an "endgame" to this? I got incredibly lucky with my current run early on with a leg weapon and good synergies and now I'm at level 38 with 4 rows of passives one-shotting cybies and tanking a ton of damage with no end in sight. I thought the endgame was to get past the infinity barriers but it looks like those infinity devices/keys (?) are single use items (as opposed to progression items that stay with you). Granted, I only found 1 so I never opened that triple infinity barrier.
Keep up the good work!
Great stuff! Is there any way to get it to work properly without the BD assets? I'm trying to run it with Doom RPG-DRLA.
Modular features. Like having only the monsters and their variants active so you could use it with other mods.
Also map 11 on Plutonia 2, LMOE difficulty with Death Wish spawn option; nearly impossible without it, at least in a pistol start.
Hey Pa1n!
Given any thought for the possibility of that monsters-only version I pegged earlier? I could try and do it myself if you'd give me some pointers on what can be safely edited out without messing other things up.
Use kdizd_11_fixed.pk3, the download link should be in the PB rar folder.
Adding to what cotton_disciple said, you specifically need kdizd_11_fixed.pk3
found here
Mediafire.com
Hey there, Pa1nki113r.
Any chance we could get a monsters-only edition (possibly with the dynamic prog)? I'd sure love to try PB's monsters with other mods; BDv19's monster set works like a charm with mods like Project MSX.
I tried replicating what was done with BDv19 on PB (and BDv20 too) but it seems one does not simply delete what they don't need.
Are you running Knee Deep in ZDoom by any chance?
Isn't there a version out there *without* the skull? It always seemed a bit tacky, to me at least.
The Doom engine is CPU-based; all the work is done on the CPU. Remember that the original Doom came out in an era when there was no need for graphics acceleration, so RAM and GPUs don't matter much except for some extra sourceport features.
I've read somewhere that you'd need to rewrite the engine from the ground up to take advantage of RAM and GPU rendering.
I was wondering where to find that version. Google returned nothing. Thanks!
Hey there Pa1nki113r!
Not sure if the KDiZD patch is yours, but in KDiZD_12 (11 won't even load) I can't switch to anything other than the starting rifle and fists once I pick up a carbine. Closest example is in the second big room if you want to check it out.
You do know that the Doom engine (and derivatives, afaik) is CPU-based, right?
That doesn't seem to work for me. The ACB functions like a regular backpack.
Is that even possible as a standalone wad? I know people have done this as part of their own wads. It would be a great feature to have though. Another way is only activating monsters within a given radius, but that would probably kill a lot of wads out there, the ones that depend on alerting distant monsters for instance. :\
mus0u
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