Search found 52 matches

by Ninlhil
Thu Mar 16, 2023 1:27 am
Forum: Gameplay Mods
Topic: Brutal Wolfenstein 3D 6.0-"Confrontation" Update!
Replies: 452
Views: 212993

Re: Brutal Wolfenstein 3D 6.0-"Confrontation" Update!

Does anyone know what the Black Key from E6M10 is for? For a door in E6M8 that was meant to lead to a second secret level.It will in v7.0 though. For a matter of fact,the black key will be a secret item in every episode in the next update,which will allow player to open the secret black door ...
by Ninlhil
Thu Mar 02, 2023 12:26 pm
Forum: Gameplay Mods
Topic: Brutal Wolfenstein 3D 6.0-"Confrontation" Update!
Replies: 452
Views: 212993

Re: Brutal Wolfenstein 3D 6.0-"Confrontation" Update!

Does anyone know what the Black Key from E6M10 is for?
by Ninlhil
Wed Dec 28, 2022 12:38 am
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38028
Views: 4637588

Re: [SPRITES] Spriting Carnival!!

Back on my bul***it...

Continuing my long gestating weapons mod for Blade of Agony, I now have a near finished Tesla Gun.

by Ninlhil
Thu Jul 21, 2022 12:09 pm
Forum: TCs, Full Games, and Other Projects
Topic: [WIP] Nazis Suck
Replies: 17
Views: 4627

Re: [WIP] Nazis Suck

Not bad so far. Only thing I'd say is that the enemies seem awfully Bullet-Spongey for the amount of available ammunition, though I suppose Headshots could mitigate that. On the Aesthetic side of things, have you considered editing the door textures to move the door handles down? You get to a door ...
by Ninlhil
Thu Jul 07, 2022 1:04 am
Forum: Gameplay Mods
Topic: Kriegspfad
Replies: 56
Views: 18141

Re: Kriegspfad

Hey Hey, I'm glad my stuff has found some fans.
by Ninlhil
Thu Mar 17, 2022 2:11 am
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 646779

Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Mod is frikkin amazing. Binged both 2063 Enriched and Afterglow in a row.

One thing, just as a suggestion for Chapter 3 or a minor update for Afterglow, I kept finding myself wishing I had a pair of binoculars. Just something to scout ahead a bit more clearly than the Musket Scope.
by Ninlhil
Sat Mar 05, 2022 11:59 pm
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 646779

Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

In Ashes 2063, is there a difference between the shotguns you get off enemies and the shotgun you get from Fortune at the end of the Dam level?
by Ninlhil
Fri Mar 04, 2022 2:28 am
Forum: General
Topic: ZDoom project ideas you have
Replies: 5356
Views: 688688

Re: ZDoom project ideas you have

I'm interested in a kind of Metal Gear-type game, but I'm curious if its even possible to limit the awareness of the enemies in this engine to even give a chance to MG style sneaking gameplay.
by Ninlhil
Mon Feb 28, 2022 12:11 am
Forum: TCs, Full Games, and Other Projects
Topic: SIREN | v0.86
Replies: 182
Views: 149857

Re: SIREN TC | v0.6 - Demo

Ah ha. I see.

Also, may I just say that you have made a VERY satisfying grenade. Definitely feels like a substantially destructive tool.

Though I will also say that there is a MASSIVE tone shift from level 2 to 3. :wink: :P
by Ninlhil
Sun Feb 27, 2022 1:53 pm
Forum: TCs, Full Games, and Other Projects
Topic: SIREN | v0.86
Replies: 182
Views: 149857

Re: SIREN TC | v0.6 - Demo

Great work so far, enjoying it.

One question, forgive me if this has been answered, but what are the Nanites?
by Ninlhil
Sun Jan 16, 2022 6:51 pm
Forum: Scripting
Topic: Animated weapon Raise
Replies: 18
Views: 4540

Re: Animated weapon Raise

You might also need to edit the jump offsets. So if you added 3 more frames of animation to each of the A_WeaponReady states, the first two jumps would look like this: FFTR A 0 A_JumpIfInventory("PyrolightLoaded",10,10); //4 previous jump + 6 (3 + 3) added frames FFTR A 0 A_JumpIfInventory ...
by Ninlhil
Fri Jan 14, 2022 5:35 pm
Forum: Scripting
Topic: Animated weapon Raise
Replies: 18
Views: 4540

Re: Animated weapon Raise

Here's the problem I think: Ready2: FFTR A 0 A_JumpIfInventory("PyrolightLoaded",10,4); FFTR A 0 A_JumpIfInventory("FlameAmmo",1,2); FFTR A 1 A_WeaponReady(WRF_NOSECONDARY); //<--- This.... Loop; FFTR A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_NOSECONDARY); //<--- ....And this states happen if the ...
by Ninlhil
Fri Jan 14, 2022 2:54 pm
Forum: Scripting
Topic: Animated weapon Raise
Replies: 18
Views: 4540

Re: Animated weapon Raise

Ah, ok. Its the basic code from Blade of Agony. class Pyrolight : NaziWeapon { Default { //$Category Weapons (BoA) //$Title (5) Pyrolight //$Color 14 Weapon.SelectionOrder 800; Inventory.PickupMessage "$PYRO"; Weapon.AmmoType "PyrolightLoaded"; Weapon.AmmoType2 "FlameAmmo"; Weapon.AmmoUse 1; Weapon ...
by Ninlhil
Thu Jan 13, 2022 9:15 pm
Forum: Scripting
Topic: Animated weapon Raise
Replies: 18
Views: 4540

Re: Animated weapon Raise

These solved my problem, thanks much. Now just have a new one. https://youtu.be/_LZOzJLFSJ8 So I've run into a strange hiccup here where the Flamer gets stuck on one frame, but ONLY when the ammo count is 10 or less. I think this is the offending bit of code... AltFire: FFTR A 0 A_JumpIf(waterlevel ...
by Ninlhil
Tue Jan 11, 2022 11:04 pm
Forum: Scripting
Topic: Animated weapon Raise
Replies: 18
Views: 4540

Animated weapon Raise

I'm working on a Flamerthrower weapon for a Mod I'm working on, but I'm having trouble with some aspects. When selected, I want the flamer to raise into position and then for a pilot light to flash on. So far, all I've managed to get is a bit of the raise, the pilot light animation and then the ...

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