Necrobumping (I'm sorry) for a special announcement in the first post. I'm going to try and answer questions people have in this thread, but I'll be monitoring the Doom World thread more closely.
Happy Doomsday, everyone.
Search found 632 matches
- Sun Dec 10, 2023 3:39 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [WIP] Doom: Evil Unleashed -- announcement
- Replies: 779
- Views: 104573
- Mon Feb 14, 2022 3:55 pm
- Forum: Scripting
- Topic: [Zscript or DECORATE] player dash attack?
- Replies: 4
- Views: 506
Re: [Zscript or DECORATE] player dash attack?
I'm out of ideas how to make player dash forward a certain distance when using melee attack. Should it be Zcript and what parameters should be used or can it be done simply in decorate? The only way I can think of doing this, is by doing it in ZScript and using a custom action that sets the player ...
- Mon Jan 03, 2022 2:16 pm
- Forum: Code Submissions
- Topic: Fix for Plutonia MAP05 fast scrollers
- Replies: 6
- Views: 4890
Re: Fix for Plutonia MAP05 fast scrollers
Yeah I definitely was not asking to apply that unconditionally across all maps. However, Ghost Town definitely is not the only map which makes use of this effect, and the effect should be applied per-map, but having a compatibility option for it lets us curate individual maps for it rather than hav...
- Sun May 02, 2021 7:16 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [Finished] PSX Quake 2 deathmatch maps and weapons v2.0
- Replies: 71
- Views: 26755
Re: [Finished] PSX Quake 2 deathmatch maps and weapons v2.0
I meant that in mod until you find a backpack a maximum of 50 shells, although in the PC as well as in the PSX version there were 100 shells. (Shotgun) That's certainly a bug. I'll look into it. about splash damage. In the mod, the rocket launcher deals damage only with a splash demage without a di...
- Sun Apr 11, 2021 8:08 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [Finished] PSX Quake 2 deathmatch maps and weapons v2.0
- Replies: 71
- Views: 26755
Re: [Finished] PSX Quake 2 deathmatch maps and weapons v2.0
I'm not sure what you're asking, but the ammo amounts are taken from PSX Quake 2, whereas the weapon damage and such are from the PC version. I know there's gotta be a lot of bugs, and I'll probably update this in the future, since I'm pretty dissatisfied with the version of this mod I posted in the...
- Thu Nov 26, 2020 12:56 pm
- Forum: Code Submissions
- Topic: Fix for Plutonia MAP05 fast scrollers
- Replies: 6
- Views: 4890
Re: Fix for Plutonia MAP05 fast scrollers
If you use a buggy sidedef compressor that's not aware of the original behavior you can easily end up with maps that accidentally merge these things. This is precisely why I thought level post-processor compat detection option was better in this single one instance. Everything seems to point to thi...
- Wed Nov 25, 2020 1:56 pm
- Forum: Code Submissions
- Topic: Fix for Plutonia MAP05 fast scrollers
- Replies: 6
- Views: 4890
Fix for Plutonia MAP05 fast scrollers
Just wondering if this could be added to the level compatibility post-processor, since most source ports display the rapid scrollers in Ghost Town, but GZDoom does not ( for good reason ). A quick compat option can be made to restore the effect: version "4.5" CLASS PlFix : LevelPostProcess...
- Tue Sep 15, 2020 5:52 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [WIP] Doom: Evil Unleashed -- announcement
- Replies: 779
- Views: 104573
Re: [WIP] Doom: Evil Unleashed
Thanks for the suggestion, but it's not the art style we're looking for (i.e. semi-realistic but still comic-esque).
- Fri Sep 04, 2020 1:43 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [WIP] Doom: Evil Unleashed -- announcement
- Replies: 779
- Views: 104573
Re: [WIP] Doom: Evil Unleashed
All Doom 2 "new" monsters were originally planned to appear in Doom 1, but they didn't include them due to time constraints, so it's safe to assume the Archvile was just a high-tier demon for the first game as well. Never asked Tom what he meant with the "ancients", but my guess ...
- Wed Aug 26, 2020 1:06 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [WIP] Doom: Evil Unleashed -- announcement
- Replies: 779
- Views: 104573
Re: [WIP] Doom: Evil Unleashed
The only additional help we're looking for right now is illustrators we can commission. Nothing else.
- Tue Aug 25, 2020 3:16 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [WIP] Doom: Evil Unleashed -- announcement
- Replies: 779
- Views: 104573
Re: [WIP] Doom: Evil Unleashed
Be patient lol. We actually resumed development of this after it being like 3 years in absolute development hell, where in all honesty, it was on the brink of being cancelled due to all of us lacking any motivation to work on it, and also Marnetmar's disappearance from the face of the planet for a c...
- Sat May 30, 2020 10:48 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [GZDoom/LZDoom] MAPINFO - compat_soundcutoff doesn't work
- Replies: 1
- Views: 2035
[GZDoom/LZDoom] MAPINFO - compat_soundcutoff doesn't work
What says in the title. I'm trying to make a map that works a lot like vanilla, and for the most part, most MAPINFO-set compatflags work fine. However, compat_soundcutoff does not work whatsoever. I attached a file that includes a MAPINFO lump that sets some compatflags for both E1M1 and MAP01 so an...
- Thu Jan 25, 2018 9:29 pm
- Forum: Scripting
- Topic: random gibbing chance with chaingun
- Replies: 3
- Views: 393
Re: random gibbing chance with chaingun
From my mod here . You can check the code by opening Qua.pk3, and going into QuakeW/Weapons/Machinegun.txt. This is what I used in the Machinegun firing definition (it's ZScript, that's why the syntax is different, but DECORATE should work very similarly): Fire: TNT1 A 0 { A_PlaySound ("q2mgun/...
- Thu Jan 25, 2018 5:30 pm
- Forum: Scripting
- Topic: random gibbing chance with chaingun
- Replies: 3
- Views: 393
Re: random gibbing chance with chaingun
Custom damage types should be included in MAPINFO as it says here . Just make a block inside your MAPINFO lump/file that's called DamageType and inside the brackets, you define the properties you want. And about the puff.. you shouldn't have it doing that. A puff should only be for displaying someth...
- Mon Sep 11, 2017 9:25 pm
- Forum: General
- Topic: Screen wipe and hubs
- Replies: 1
- Views: 376
Screen wipe and hubs
It's been a while since I tried doing something about this (and being honest, I may or may not be working on an actual revamped version for a code submission) but since this has nothing to do with coding, and I'm simply mostly curious: why doesn't GZDoom support this normally? I know vanilla HeXen d...