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kipo

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About kipo

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    Green Marine

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  1. Some updates on the new version (WIP): For now only available for Early Access, until the next version is ready to release. Remember to join the Discord server to get the latest updates: https://discord.gg/tVsvPYj92u
  2. It's fixed, it'll be included in the next release
  3. kipo

    Creature doesn't move DN3Doom Mod

    It's a bug with gzdoom, please update to the latest version of gzdoom/lzdoom
  4. Bumping to announce a new release (v.1.07)! - download link on the first post Some highlights include: New Duke enemies: N64 Trooper, Green Octabrain variant, Cyber Enforcer. New alt fires for: Shrinker, Expander, Shotgun, Chaingun, Tripbomb. New option to fight DooM enemies (they are improved to fit this mod, and their chance of appearance can be selected on a per monster, sector or level basis)
  5. Thanks! that's really cool.
  6. Just another quick fix update to solve huge lag on slaughter maps. Please download again.
  7. Just updated it with a quick fix to avoid a crash. Please download again.
  8. New release! Includes some new enemies, improvements, new customization & performance options, and bugfixes. Download link in the first post. v.1.06: Added new enemy (toggleable): lameduke's octabrain (he can also possess the dead corpses) Added new option to replace the nazis with: duke xtreme enemies, amc tc nazis, or two kinds of lameduke's troopers Reworked SSG logic to show the bullets in the chamber, which also fixes other bugs Reworked the nightmare skill (damn I'm good) and now works similar to duke's (corpses respawn, unless they are beheaded, burned, iced & crushed, or destroyed) Added new option to enable/disable the decoration replacements Added new option to enable/disable the new extra decorations (water jets, rats) Added new option to enable/disable the random enemy turrets Added new option to use ntmai movement (build-like player movement from the ntmai mod) Added hotkeys for inventory items Added a force bar to the pipebomb's throw Added a chance for gorilla captains to drop rockets when dead Added new small access cards in the normal hud Added new performance options (for lag) Firefly is now vulnerable to freezer's alt fire when small Increased incinerator's lava pool damage to enemies Lowered trooper and firefly's fly chance when they can't see you Adjusted dukeinator's size to stand out more Tweaked a little the sentry drone's dodging ability Reduced size to access cards in the fullscreen hud Rearranged the options menu by groups Fixed headshot & metal shield hitbox position when enemy is in water Fixed dukebot's pistol bullet casing Fixed shrunk player to be able to go through other players Fixed water bounce in dukeinator's head and shield pieces Fixed ammo count after reloading on the lowest skill level Fixed bug with hatched slimer eggs after unfreezing Fixed turrets sinking before exploding Fixed alien's laser angle (applies to troopers, pigflyers, turrets, etc) Fixed pipebomb's bounce when hitting the ceiling Fixed bug with pipebomb's arm and duke kick when dead Fixed slimers and robot aliens respawning in nightmare skill (they shouldn't respawn because they are destroyed when killed) Fixed item's positions in fullscreen hud Attempted to fix bug with invisible troopers after teleporting (and hopefully they won't always come from behind) Attempted to fix some bug when deploying duke bots Other minor tweaks/bugfixes
  9. kipo

    [REQUEST] gloveless vanilla weapon set

    Mmm in my case I needed it for duke's hands, just for a specific weapon, and I was lucky to find this thread with many sprites for duke's hands (and others), so I just found the best matches for each frame, and if it didn't fit completely, I had to use mspaint (or other default windows 10 programs) to fine tune it. Took me some hours because I'm not skillful in sprites, or in any image editing for that matter.
  10. Could be, I've seen this asked before.
  11. I'm afraid I'm not skillful enough to implement everything in pure decorate/acs. Zscript gives you a deep level of interaction with the engine, that it would requiere a lot of work to circumvent it, and I'm not sure if it's even possible to replicate everything I've done without it.
  12. Sorry, but the mod relies heavily on zscript. Unless Zandronum gets updated to be on par with gzdoom, I'm afraid it won't be possible.
  13. Version 1.05 released, mainly to fix the errors with the latest gzdoom 4.4.2, but also includes other new stuff and bugfixes. Download link in the first post. v.1.05: Fixed errors in latest gzdoom version 4.4.2 (and it's still able to run in latest lzdoom and some older versions) Lowered Megabrain's missile speed, made them non seeker, and lowered spash damage Lowered Dukeinator firing streak and missile speed, increased pain chance Lowered Firefly's fly chance and duration Lowered Alien Sniper's missile speed, and takes slightly longer to fire Lowered Lameduke's Captain missile damage Increased Commander movement speed Increased Plasma Cannon ammo capacity Fixed enemys' grenades water bounce Added new option for same slot weapon priority (may help the universal weapon wheel mod compatibility, or if you just want the classic doom behaviour) Added new option to play with the old super shotgun (the black one from older versions of the mod) Added new option to choose the portable medkit heal limit Added missing stuff to the normal hud (new weapons, ammo, inventory, etc) Fixed bug when spawning dukebots and holduke in shallow water Attempted to fix some bug when retrieving dukebots Other minor tweaks/bugfixes
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