Search found 56 matches

by Evil Operative
Fri May 16, 2025 1:33 pm
Forum: TCs, Full Games, and Other Projects
Topic: JMod - Mod Testing Suite
Replies: 9
Views: 7426

Re: JMod - Mod Testing Suite

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.
by Evil Operative
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?
by Evil Operative
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 ...
by Evil Operative
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?
by Evil Operative
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 ...
by Evil Operative
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
by Evil Operative
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 ...
by Evil Operative
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]

Wivicer wrote:The key assigned to weapon state 2 in the controls menu
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.
by Evil Operative
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.
by Evil Operative
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.
by Evil Operative
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 ...
by Evil Operative
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
by Evil Operative
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
by Evil Operative
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...
by Evil Operative
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.

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