Search found 683 matches
- Mon May 25, 2020 11:17 am
- Forum: TCs, Full Games, and Other Projects
- Topic: The City of the Damned : Apocalypse | Remaster | v2.0 | Oct, 31st 2023
- Replies: 127
- Views: 25206
Re: The City of the Damned : Apocalypse | Remaster | Dev
I am working on transitioning the entire system to be text based, with a background. Sort of something like this: That was my exact thinking, Nash. Way easier to manage, and also for the player to digest. My initial interest is only in revising the copy, which I can add to the repo as text files fo...
- Sun May 24, 2020 7:20 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: The City of the Damned : Apocalypse | Remaster | v2.0 | Oct, 31st 2023
- Replies: 127
- Views: 25206
Re: The City of the Damned : Apocalypse | Remaster | Dev
I am *njmcode* on GitHub, Torm. Happy to help.
- Thu May 21, 2020 7:42 am
- Forum: TCs, Full Games, and Other Projects
- Topic: The City of the Damned : Apocalypse | Remaster | v2.0 | Oct, 31st 2023
- Replies: 127
- Views: 25206
Re: The City of the Damned : Apocalypse | Remaster | Dev
Torm, if you're interested, I'd love to re-work my journal notes to make them a little less... verbose. Some of them could be way more succinct without sacrificing the story or the atmosphere. Of course, if someone else is already doing this, I'm happy to let them get on with it. Would just be nice ...
- Fri Jan 13, 2017 5:28 am
- Forum: ZDoom (and related) News
- Topic: ZDoom is Dead. Long live ZDoom.
- Replies: 232
- Views: 67424
Re: ZDoom is Dead. Long live ZDoom.
Just wanted to say huge thanks to Randi for all the amazing contributions to ZDoom and the community at large. I haven't been active here in a very long time but ZDoom was always THE port for me: it blew my mind when I first discovered it (and has continued to do so on the regular), and introduced m...
- Tue Feb 19, 2013 5:00 am
- Forum: Editing (Archive)
- Topic: A_SpawnItemEX
- Replies: 2
- Views: 253
Re: A_SpawnItemEX
What are you actually spawning? If it's another custom actor, you could have it assign itself a TID in its Spawn state (either via a script or directly through [wiki]Thing_ChangeTID[/wiki]).
- Tue Oct 30, 2012 6:28 am
- Forum: Editing (Archive)
- Topic: Light fade Ceiling/Floor.
- Replies: 4
- Views: 383
Re: Light fade Ceiling/Floor.
Just FYI:
So setting args 1, 2, and 3 to 0 and a decent intensity should get you a good black hole. Remember this is GZDoom-only though.A point light takes four arguments:
1: Red value of the light
2: Green value of the light
3: Blue value of the light
4: Intensity value of the light
- Tue Oct 30, 2012 5:13 am
- Forum: Editing (Archive)
- Topic: Light fade Ceiling/Floor.
- Replies: 4
- Views: 383
Re: Light fade Ceiling/Floor.
Have you tried: - [wiki]ExtraFloor_LightOnly[/wiki]? Admittedly this isn't that different from the 3D floors method. - Using a GZDoom [wiki]Classes:PointLightSubtractive[/wiki]? - Creating a custom texture that fades to black, or using [wiki]TEXTURES[/wiki] to render a gradient over a texture? Just ...
- Wed Apr 11, 2012 4:16 pm
- Forum: General
- Topic: Good horror mods?
- Replies: 18
- Views: 9256
Re: Good horror mods?
Don't think it's been mentioned: The City Of The Damned: Apocalypse by Tormentor667 A Blood/Resident Evil/Silent Hill-inspired GZDoom mod with a sizeable puzzle element. It was a bit controversial when it was released due to some underpowered weapons and a focus on backtracking/keyhunting, but it ha...
- Tue Mar 06, 2012 7:41 pm
- Forum: Abandoned/Dead Projects
- Topic: [WIP] PyDoom! GZDoom with Python scripting
- Replies: 42
- Views: 4695
Re: [WIP] PyDoom! GZDoom with Python scripting
This looks incredibly exciting, I can't wait to see where it goes. Keep it up!
- Fri Sep 09, 2011 4:53 pm
- Forum: Editing (Archive)
- Topic: Music
- Replies: 1
- Views: 276
Re: Music
You'd need to have the music stored and set up as a sound (as opposed to a MIDI/MOD) and call [wiki]ThingSound[/wiki] (or its sector-based equivalent).
- Wed Jun 01, 2011 11:42 am
- Forum: General
- Topic: Is There a Bounty Section Here?
- Replies: 11
- Views: 773
Re: Is There a Bounty Section Here?
Part of the mod I'm struggling with is making a silent punch attack.
Code: Select all
Actor SilentFist : Fist replaces Fist {
+WEAPON.NOALERT
}
- Mon Mar 07, 2011 3:37 am
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.5 (19/Dec/2023)
- Replies: 3082
- Views: 337464
Re: SLADE v3.0.1 Released
I managed to get SLADE3 compiled on Ubuntu 9.10 using FluidSynth 1.1.2-2, thank you. It all seems to be working fine so far, great piece of software. Until the map editor gets added I guess I'll have to rely on Slade 2. I attempted to build it from source last night (again, for Ubuntu 9.10) and ran ...
- Thu Mar 03, 2011 3:59 am
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.5 (19/Dec/2023)
- Replies: 3082
- Views: 337464
Re: SLADE v3.0.1 Released
Hoping that some of the Linux users here could help me out, as I'm having trouble compiling r834 on Ubuntu 9.10 (Karmic). I've confirmed that FluidSynth is installed correctly, but when I run make the compilation fails. The last part of the make output reads thus: g++ -c -O2 -DNDEBUG `wx-config --v...
- Tue Mar 01, 2011 5:32 pm
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.5 (19/Dec/2023)
- Replies: 3082
- Views: 337464
Re: SLADE v3.0.1 Released
Hoping that some of the Linux users here could help me out, as I'm having trouble compiling r834 on Ubuntu 9.10 (Karmic). I've confirmed that FluidSynth is installed correctly, but when I run make the compilation fails. The last part of the make output reads thus: g++ -c -O2 -DNDEBUG `wx-config --ve...
- Mon Sep 13, 2010 4:44 pm
- Forum: Editing (Archive)
- Topic: Lock exit (ACS)
- Replies: 8
- Views: 479
Re: Lock exit (ACS)
@Demolisher: that's something I've never, ever had any experience with. For some reason I had myself convinced it was an internal-use-only sort of deal. I'll make sure I read up on it, cheers.