Honestly cacoward-winning material, for the sole fact that it works with mods and other IWADs.
EDIT: If possible, you could add a "Give Ammo" or "Infinite Ammo" option on the right panel. That would be useful.
Search found 56 matches
- Fri May 16, 2025 1:33 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: JMod - Mod Testing Suite
- Replies: 9
- Views: 7426
- Sat Jun 15, 2024 12:12 am
- Forum: Gameplay Mods
- Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
- Replies: 208
- Views: 128498
Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!
I am playing with DRLA 1.1.5 and DRLAX 1.1c, and the Phase Sister's mugshots do not seem to change. Is that a bug on the mod's end or is something wrong in my config?
- Fri Sep 17, 2021 10:54 am
- Forum: Gameplay Mods
- Topic: BorderDoom: Doom + Borderlands gameplay (update 1.2)
- Replies: 157
- Views: 70805
Re: BorderDoom: Doom + Borderlands gameplay (update 1.2)
In the latest version of this mod, upon starting the game using the "WadSmoosh" IWAD, the difficulty selection page does not pop up and instead there is a "P_StartScript: Unknown script 0" error message and the player is unable to use either the mouse or keyboard. This error also persists with the ...
- Sat Nov 28, 2020 7:00 am
- Forum: Scripting
- Topic: [DECORATE] PowerSpeed does not work with morphs?
- Replies: 1
- Views: 203
[DECORATE] PowerSpeed does not work with morphs?
I morphed a class using the following parameters: MorphActor(0, "[classname]", "", 0x7FFFFFFF, MRF_FULLHEALTH|MRF_NEWTIDBEHAVIOUR|MRF_WHENINVULNERABLE|MRF_LOSEACTUALWEAPON, "[morphflashname]", "[unmorphflashname]"); any powerup using the base of PowerSpeed doesn't seem to take effect?
- Fri Oct 16, 2020 10:13 am
- Forum: Scripting
- Topic: PowerWeaponLevel2 Issue with Morphs
- Replies: 0
- Views: 135
PowerWeaponLevel2 Issue with Morphs
So, I'm trying to make a scenario where the player is given the ability to perform "upgrades" using morphs after certain conditions are met. Everything has been fine until now, that I am trying to make a new kind of custom powerup using the Tome of Power effect (PowerWeaponLevel2) with Decorate ...
- Thu Oct 01, 2020 5:58 pm
- Forum: Scripting
- Topic: Question about SetActorProperty in ACS
- Replies: 2
- Views: 176
Re: Question about SetActorProperty in ACS
Truly exemplar. Thank you very much.
Although I don't see the numbers for MaxStepHeight and MaxDropOffHeight. What's up with that?
Edit: Nevermind, I was just using an older version of ACC
Although I don't see the numbers for MaxStepHeight and MaxDropOffHeight. What's up with that?
Edit: Nevermind, I was just using an older version of ACC
- Thu Oct 01, 2020 5:41 pm
- Forum: Scripting
- Topic: Question about SetActorProperty in ACS
- Replies: 2
- Views: 176
Question about SetActorProperty in ACS
Recently I discovered that you can change different properties in an actor by putting in different numbers, for example SetActorProperty(0, 39, 104); this will set the calling actor's viewheight to 104, and this one SetActorProperty(0, 15, 100); sets the calling actor's gravity to 100 I'm trying to ...
- Sat Jun 30, 2018 2:25 am
- Forum: Gameplay Mods
- Topic: [WIP] The Trooper - 0.3.4 [INFINITE HIATUS]
- Replies: 352
- Views: 71506
Re: [WIP] The Trooper - 0.2.4.13b [EXCESSIVE POWER]
Ah, that did the job. Thanks! Though its quite confusing since more than half of the weapon state keys aren't named according to the function they perform, and 3 or 4 of the extra userkeys don't even have a function bound to them.Wivicer wrote:The key assigned to weapon state 2 in the controls menu
- Fri Jun 29, 2018 9:45 pm
- Forum: Gameplay Mods
- Topic: [WIP] The Trooper - 0.3.4 [INFINITE HIATUS]
- Replies: 352
- Views: 71506
Re: [WIP] The Trooper - 0.2.4.13b [EXCESSIVE POWER]
How do you use the Demon's Blood sword? I have seen graphics for it in the pk3 but I cannot get the weapon for some reason, even after picking it multiple times. I saw that it gave Berserk as an additional powerup. But it does not affect the knife either.
- Thu Jun 28, 2018 6:52 am
- Forum: Gameplay Mods
- Topic: The Guncaster - 3.888b
- Replies: 3023
- Views: 883707
Re: The Guncaster - 3.0
Was the error I posted looked at? Its in Page 121.
- Wed Jun 27, 2018 11:02 am
- Forum: Gameplay Mods
- Topic: The Guncaster - 3.888b
- Replies: 3023
- Views: 883707
Re: The Guncaster - 3.0
https://imgur.com/NNkFYDU Kind of getting this error here. I tried it with stable GZDoom, and the latest devbuilds of GZDoom and QZDoom. Same problem. Every time. I also tried redownloading the entire thing but it didn't work. EDIT : I tried it on a fully fresh version of GZDoom by copying DOOM2 ...
- Mon Jun 04, 2018 12:35 am
- Forum: Gameplay Mods
- Topic: [v2.9.1] CHAMPIONS [update 09/03/21]
- Replies: 236
- Views: 113794
Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!
Got a small issue here. Seems like the color inheriting property of projectiles from champions pays no regard to "renderstyle add"
Spoiler: Images concerning the bug
- Thu May 17, 2018 1:47 am
- Forum: Gameplay Mods
- Topic: [INACTIVE] Doomzone v1.8.1
- Replies: 159
- Views: 31919
Re: Doomzone (v1.8.1 Out, DotB Patch Added)
Found another bug.
Classes spawn with no weapon selected upon beginning a game with the Doom Eater difficulty
Classes spawn with no weapon selected upon beginning a game with the Doom Eater difficulty
- Sun May 13, 2018 1:10 am
- Forum: Gameplay Mods
- Topic: Mario Kart style Mirror Mode
- Replies: 7
- Views: 3486
Re: Mario Kart style Mirror Mode
Spoiler:Currently the mod mirrors DamNums too. I think that's unintentional...
- Fri Mar 30, 2018 5:42 am
- Forum: Gameplay Mods
- Topic: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!
- Replies: 408
- Views: 156227
Re: Heretical Doom v1.1 - Updated Monster Addon!
I've found quite a severe bug. If you happen to use the full power healing spell with the Staff, and accidentally change weapons during the spin animation, you are permanently set to not move, unless you change back to the Staff and cast the healing spell one more time.