Search found 2158 matches
- 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 ...
- 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 ...
- 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 ...
- Tue May 05, 2020 10:13 am
- 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
Awesome, thanks! :D
- 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.
- 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?
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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!
- 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.
- 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.
- 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
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?Rayman The Hedgehog wrote:Hmm, i'll gonna check these out but first, i'll upload the music MOD's to the folder.