Not free, but dirt cheap: Rise of the Triad Classic site licence edition on GoG for 67p / 92c until 25 April. Good discounts on the remaster and the modern RoTT as well. (Plays with DosBox, or just grab the data files and use a modern source port).
Came in on this late, but thanks for the fixes :thumb: Since TD doesn't have a TITLEPIC (or whatever it's properly called in BUILD), I hacked one up based on the SWCR image used in mod selection. It won't win any prizes, and people far more experienced than me with BUILD art can do better, but it's ...
I thought it was interesting how Dr. Pyspy made the gargoyles in Doom Delta have faces inspired by the wall texture gargoyle faces, so I wanted to see what it would look like if I tried the same thing with the satyr. That is pretty cool; the regular Satyr is awesome and this version is real creepy ...
AI is basically the new Snake Oil; overhyped, overblown, and over here :lol: Yes it has some uses, but it's not intelligent at all, just awk on steroids. Real AI will be a game changer, if it ever exists in our lifetimes, but there could be ethical issues, particularly if it has to be sentient in ...
Sudden interest in this out of nowhere Sadly, I haven't worked on it for years and given the pace of change in ZScript, it's probably sub-optimal. I don't have the time to do anything with it any more
I downloaded Forgotten Doom2 wads from 95-96 by KP.zip as that is presumably your file. Will have a go at some of them during the week. Since there's a flood of WADs these days, some screenies might encourage people to try them in the face of the competition; remember, it's people's time you're ...
Not sure what promoted the necroposting, but thanks all the same Due to ill health, I haven't worked on the mod for a few months, but when resuming, I'll look into this
Good point. I'd completely forgotten about MP as I only play single, so yeah, Zandronum; for other ports that can run ZDoom ACS code, I guess this gives much of the power of ZScript. It's hard to forget that despite having virtually taken over the post limit-removing world, there are other options ...
I have to say this is incredibly cool 8-) :thumb: But I think the lack of replies is probably because its too advanced for most people to use; for everything but map manipulation we have ZScript and there's a lot of that which you can do with ZScript, especially as you can now create your own sector ...
I just noticed that none of these style flags are listed in the wiki (for MorphActor and UnMorphActor anyways). Also thanks for the tip! Yeah, they're in the entry for MorphProjectile because that's where it all started, originally with Heretic and HeXen; I'd suggest reading that whole page and ...
I found that if you morph to a class that has it's Player.MorphWeapon set to the current weapon you are using when morphing, it will be removed from the player's inventory when the player unmorphs. There's a style flag for that: MRF_LOSEACTUALWEAPON — When the player unmorphs, the actual weapon g ...
Or, if you control the morphing process, just use the MRF_NEWTIDBEHAVIOUR style flag: A morphed actor's TID is by default transferred from the old actor to the new actor. (Applies to players and monsters).