Search found 1019 matches

by Deathsong12
Tue Jun 12, 2007 10:11 pm
Forum: Editing (Archive)
Topic: Getting a player's speed?
Replies: 9
Views: 1368

An internet to Solarsnowfall, then. We still can't use this trap because everyone will have "always run" on.
by Deathsong12
Fri Mar 31, 2006 3:32 pm
Forum: Editing (Archive)
Topic: Seperate Telefrag death state
Replies: 9
Views: 499

There is an (undocumented) flag in .96x and GZDoom called +NOEXTREMEDEATH that could be applied to all the project's weapons, ensuring that the XDeath state is never called in normal combat.
by Deathsong12
Thu Mar 30, 2006 5:14 pm
Forum: Editing (Archive)
Topic: looking for a few things
Replies: 13
Views: 581

That's because it isn't in the 2.0.99 code. Randy either forgot it or ignored it. Then do you mind documenting them somewhere? I hate digging through the source looking for some flag or other that I'm concerned may not exist anymore. I know it's unfair to force you to do work because of my faulty ...
by Deathsong12
Thu Mar 30, 2006 5:04 pm
Forum: General
Topic: DooM Art!
Replies: 52
Views: 5495

I can't wait until we can put decals on monsters
by Deathsong12
Thu Mar 30, 2006 6:03 am
Forum: Editing (Archive)
Topic: A new Monster Wad update anytime soon?
Replies: 60
Views: 3060

Nah. It's not "downright inpossibe" at all. You just need some creative flair with the new decorate features.
by Deathsong12
Thu Mar 30, 2006 5:56 am
Forum: Closed Bugs [GZDoom]
Topic: issues with the wraithverge
Replies: 6
Views: 505

The first one dosen't suprise me. Those projectiles were meant to be fired by the player. Take note that no monster in Hexen uses them. The second is a little weirder. There were no hitscans in Hexen (the Sapphire wand dosen't count), so I imagine the interactions would be wierd, but not that weird.
by Deathsong12
Thu Mar 30, 2006 5:34 am
Forum: General
Topic: Paul Corfiatis makes a new ZDOOM Joke Megawad.
Replies: 29
Views: 1651

@KoFFlameWarInProgress: KoF seems to be the most annoying when he is responding to flames. Don't flame him, and the problem is (somewhat) gone. It's a shame I lost that Dragon of Satan I made for him in my last virusing.
by Deathsong12
Thu Mar 30, 2006 5:31 am
Forum: Editing (Archive)
Topic: spectre blood
Replies: 12
Views: 731

No.
by Deathsong12
Thu Mar 30, 2006 5:30 am
Forum: Editing (Archive)
Topic: looking for a few things
Replies: 13
Views: 581

Alas, you can't really seem to alter the behaviour of many hard-coded hexen projectiles, no matter how much decorate you use. For example, try getting rid of the fire damage property of the Bloodscourage projectiles
by Deathsong12
Thu Mar 30, 2006 2:00 am
Forum: Editing (Archive)
Topic: looking for a few things
Replies: 13
Views: 581

The +EXTREME_DEATH flag does as you need, at least on the first point. No offense to Graf, but a couple vital flags were removed in the wiki update, including +FRIGHTENED.
by Deathsong12
Wed Mar 29, 2006 9:10 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Suggestions for zcajun.
Replies: 30
Views: 2136

They should be used as the basis for more advanced monster A.I, but otherwise they are useless. stx's nailing them with massively unbalanced decorate weapons does not justify their presence in a new version download.
by Deathsong12
Wed Mar 29, 2006 9:08 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: explosion flash
Replies: 6
Views: 659

Be careful! You can only use A_SetBlend on a weapon or inventory item, so you'll have to do some fudging to get this to work. Have the projectile spawn another invisible projectile that targets the player using A_Look, then use GZDoom's new A_GiveToTarget codepointer to give the player an inventory ...
by Deathsong12
Wed Mar 29, 2006 9:02 pm
Forum: Editing (Archive)
Topic: Public Doom Sprites - Z-Halloween Pumkin-Nade Up! on p.56
Replies: 852
Views: 67457

Great work, Eriance.
by Deathsong12
Sun Mar 19, 2006 8:43 pm
Forum: Editing (Archive)
Topic: Monster Resource Wad
Replies: 936
Views: 75184

Eriance, instead of submitting monsters to a resource, why not set them up to replace existing Doom monsters and release it a seperate file? That way, they can be used in combination with most weapon mods and on any map.
by Deathsong12
Wed Mar 15, 2006 1:52 am
Forum: Editing (Archive)
Topic: "Blood sprite" question.
Replies: 9
Views: 825

This effect can be faked, using some puff trickiness. Add +NOBLOOD to all of your monsters, then have all your hitscans spawn your new blood in the puff's "Spawn" state. Put the normal impact animation in the "Crash" state so it dosen't spawn blood on the walls. Add +PUFFONACTORS to the puff, to ...

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