Search found 2158 matches

by Snarboo
Mon Mar 06, 2023 10:45 pm
Forum: Requests
Topic: Resource Request thread *Read 1st post*
Replies: 5968
Views: 661470

Re: Resource Request thread *Read 1st post*

Snarboo's Lever Action? Rifle (id Software, Snarboo) https://imgur.com/KorMj9m Found from Polaris - The Gift(rslpolar.wad) https://www.doomworld.com/idgames/combos/rslpolar This stuff has been edited(cut off the bottom, custom palette), I wonder where I can get the original sprite. Sorry it took me ...
by Snarboo
Mon Apr 26, 2021 1:06 pm
Forum: Scripting
Topic: Reduce Revenant's homing missile chance?
Replies: 4
Views: 638

Re: Reduce Revenant's homing missile chance?

I'm not sure which implementation you're using, but according to the wiki article on [wiki]A_Tracer[/wiki], you can adjust the homing frequency by changing how often A_Tracer is called. A_Tracer always fires homing missiles in multiples of 4 gametics, but there's also the more generic [wiki]A ...
by Snarboo
Thu Apr 22, 2021 6:43 pm
Forum: Closed Bugs [Raze]
Topic: [1.0.3] [PS/EX] Heart artifact weirdness
Replies: 1
Views: 538

[1.0.3] [PS/EX] Heart artifact weirdness

General Bug Notes: Version - 1.0.3 Renderer - OpenGL Game - Exhumed (GOG) During a trial run of Exhumed in Raze, I noticed something unusual in the second level: despite never coming across a Heart artifact, I seemingly had one in my inventory. I needed the health at the time, so I decided to ...
by Snarboo
Mon May 04, 2020 8:51 pm
Forum: Gameplay Mods
Topic: Deformed Doom - deform any Doom map!
Replies: 54
Views: 24800

Re: Deformed Doom - deform any Doom map!

This is a pretty amazing effect! Seeing it in action, I'm also wondering if ZScript would allow for Duke 3D style moving sectors.
by Snarboo
Sun May 03, 2020 5:25 pm
Forum: Assets (and other stuff)
Topic: [Models | Solved] Are view models supposed to be fullbright?
Replies: 8
Views: 1893

Re: [Models | Solved] Are view models supposed to be fullbri

Hey, that does improve the appearance, even using Vanilla shading! :D Would it be okay to include this in a project, if credit is given?
by Snarboo
Sun May 03, 2020 11:54 am
Forum: Assets (and other stuff)
Topic: A_JumpIf MeleeRange possible ? (Melee Weapon)
Replies: 8
Views: 1268

Re: A_JumpIf MeleeRange possible ? (Melee Weapon)

[wiki]A_JumpIfTargetInLOS[/wiki] might also work for melee weapons. You can even set the distance to be checked for, and how it behaves at close range.
by Snarboo
Sun May 03, 2020 9:42 am
Forum: Assets (and other stuff)
Topic: [Models | Solved] Are view models supposed to be fullbright?
Replies: 8
Views: 1893

Re: [Models] Are view models supposed to be fullbright?

Are you using the "vanilla" light mode by any chance? Turns out I am! :D Setting it to anything but Vanilla or Doom renders the model according to sector lighting. Kind of a bummer, since I love the look of the vanilla lighting mode, especially now that I know it renders world models with better ...
by Snarboo
Sat May 02, 2020 8:55 pm
Forum: Assets (and other stuff)
Topic: [Models | Solved] Are view models supposed to be fullbright?
Replies: 8
Views: 1893

Re: [Models] Are view models supposed to be fullbright?

The model still seems too bright overall considering the sector brightness but that may or may be another issue. The model's texture might be too bright, then. It was something I whipped together in an hour just to see if my UV unwrap worked. The view model is also placed close to the camera's ...
by Snarboo
Sat May 02, 2020 5:12 pm
Forum: Assets (and other stuff)
Topic: [Models | Solved] Are view models supposed to be fullbright?
Replies: 8
Views: 1893

[Models | Solved] Are view models supposed to be fullbright?

TL;DR Setting the light rendering mode to "Vanilla" in hardware settings affects how view and world models are lit. So I've been investigating view models as an alternative to first person weapon sprites. I've found a workflow from Blender -> GZDoom that works, and everything looks good. Except for ...
by Snarboo
Fri Apr 24, 2020 9:27 am
Forum: Scripting
Topic: Replacing Berserk Fists in Decorate
Replies: 2
Views: 356

Re: Replacing Berserk Fists in Decorate

You could also do what Heretic does with its Tome of Power and setup a sister weapon to the fist that appears when the player picks the Berserk Pack up. The relevant powerup is [wiki=Classes:PowerWeaponLevel2]PowerWeaponLevel2[/wiki], and the wiki article has an example on how to set this up! You'd ...
by Snarboo
Tue Apr 21, 2020 10:34 am
Forum: Resources
Topic: Ray's Fears (Amiga 1200) Resources thread
Replies: 24
Views: 3559

Re: Ray's Fears (Amiga 1200) Resources thread

Will the in-game music and sounds be ripped alongside the menu and ending themes? I've been messing with this game in FS-UAE the past couple days, and I really dig the atmosphere the weird ambient music creates while in-game. The monster sounds are pretty good, too!
by Snarboo
Tue Apr 14, 2020 12:08 pm
Forum: Requests
Topic: Quake 1 Ogre Sprites
Replies: 4
Views: 1051

Re: Quake 1 Ogre Sprites

When you say sprites, do you mean screencaps of the model at various angles? If so, QDOOM likely has them, but I can't attest to the quality. You could also use the model directly by converting the .mdl to an .md3, unless that's what you mean by it being the only model rip.
by Snarboo
Mon Apr 13, 2020 12:22 pm
Forum: Resources
Topic: [Textures] Chill manor
Replies: 5
Views: 1363

Re: [Textures] Chill manor

Fun fact: Chill Manor is the sequel to IM Meen! :p I always thought the textures in this one were pretty nice, so it's good to see them get uploaded. The weapon and monster sprites are also pretty nice, but I'm not sure if anyone has extracted them yet.
by Snarboo
Sun Apr 12, 2020 5:33 pm
Forum: Resources
Topic: Ray's Fears (Amiga 1200) Resources thread
Replies: 24
Views: 3559

Re: Ray's Fears (Amiga 1200) Resources thread

Rayman The Hedgehog wrote:Hmm, i'll gonna check these out but first, i'll upload the music MOD's to the folder.
Awesome! I also noticed that textures 25, 28, 29 and 33 are missing. Were they not able to be dumped, or have they not been uploaded yet?

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