Search found 52 matches
- 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 ...
- 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?
- Wed Dec 28, 2022 12:38 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38028
- Views: 4637588
- 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 ...
- 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.
- 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.
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.
- 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?
- 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.
- 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.

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.


- 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?
One question, forgive me if this has been answered, but what are the Nanites?
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...