Search found 332 matches
- Wed Jan 20, 2021 7:10 am
- Forum: Gameplay Mods
- Topic: Samsara: Extra Heroes (Version C2) + ExMixer (0.81)
- Replies: 184
- Views: 73028
Re: Samsara: Extra Heroes (Version C2) + ExMixer (0.81)
Recently got the idea for a new hero: Descent's Material Defender. He'd use his weaponry from the games... minus the ship of course. Maybe with a jetpack or extra movement options. I doubt anyone would take the time to make the custom assets needed but I'd love to see it.
- Mon Jun 03, 2019 11:09 am
- Forum: Assets (and other stuff)
- Topic: Is SNDINFO required?
- Replies: 6
- Views: 703
Is SNDINFO required?
Silly question I'm sure, but does every new sound effect need to be defined in a SNDINFO lump in order to be usable by, say, ZScript, or any other part of a mod? I have a whole bunch of procedurally-generated sounds that would be tedious to write new names for by hand, and I'd prefer not to write a ...
- Sun May 06, 2018 12:17 pm
- Forum: Tutorials
- Topic: Materials (PBR, Specular, Normal maps)
- Replies: 107
- Views: 38058
Re: Materials (PBR, Specular, Normal maps)
I've been trying to get normal and specular maps working on a weapon sprite to no avail. Can you only use them on entities? I tried putting them in the auto folder, renaming them so they don't conflict with the actual sprite, and specifying the full file paths, as well as updating to a dev build ...
- Sun Oct 22, 2017 2:08 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30877
- Views: 2144057
Re: The WIP Thread
May I ask, did you use ACS or SBARINFO? I replicated the complete HUD from A Link to the Past via ACS but couldn't draw the selected inventroy item with it. Neither - ZScript. (Unless I've teleported to the past?) Anyway, I still can't think of a good way to approach armor. Having it override ...
- Sat Oct 21, 2017 9:06 am
- Forum: Off-Topic
- Topic: Heretic is a really bad game
- Replies: 97
- Views: 7990
Re: Heretic is a really bad game
[Hexen was actually significantly more disappointing to me because it had such a strong start. I was enjoying myself well into the swamp but it wasn't long after that when I just sort of petered out. I call it "shareware syndrome." (Even though it isn't shareware...) But yeah, Heretic's good, but ...
- Fri Oct 20, 2017 8:45 pm
- Forum: Off-Topic
- Topic: Heretic is a really bad game
- Replies: 97
- Views: 7990
Re: Heretic is a really bad game
[Hexen was actually significantly more disappointing to me because it had such a strong start. I was enjoying myself well into the swamp but it wasn't long after that when I just sort of petered out. I call it "shareware syndrome." (Even though it isn't shareware...) But yeah, Heretic's good, but ...
- Thu Oct 19, 2017 2:39 pm
- Forum: Scripting
- Topic: "How do I ZScript?"
- Replies: 1451
- Views: 197110
Re: "How do I ZScript?"
If I'm trying to make an inventory item that should only be picked up if, say, the player doesn't have item X in his inventory, which virtual function should I override - HandlePickup, TryPickup, TryPickupRestricted, CanPickup, or ShouldStay? I've been trying HandlePickup already, but even when it ...
- Tue Oct 17, 2017 10:26 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 894606
Re: The "How do I..." Thread
I'm making a mod that operates on health points instead of a health percent. I've already figured out most of the hard stuff - how to make it so damage is only dealt in multiples of 10, etc. - but I want armor to work in a specific way. Instead of blocking a percent of damage and dissipating by a ...
- Sun Oct 15, 2017 10:11 am
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30877
- Views: 2144057
Re: The WIP Thread
Just added a Far Cry-style health system to Heretic, in preparation for a Zelda-ish HUD (the kind where you have HP symbols instead of a number.) I'll edit this post when I have said HUD working. EDIT: It's getting there! https://i.imgur.com/INoQmDPl.jpg Don't know how to make armor work the same ...
- Fri Sep 29, 2017 11:04 am
- Forum: Gameplay Mods
- Topic: HeXeReTiC Fantasy v3.2.1 (Update 23 Jul 2025)
- Replies: 166
- Views: 70269
Re: [WIP] HeXeReTiC Fantasy v0.666
I'm loving it so far! My only minor complaints: Some of the weapon archetypes I've seen so far are too same-y? The starter wand, golden wand, and dragon claw all have hitscan fires and projectile alt-fires, for instance. (The dragon claw can be forgiven; its spread is much greater and its ...
- Sat Jul 08, 2017 10:01 am
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5360
- Views: 689421
Re: ZDoom project ideas you have
A parody level titled "Creator's Intent," in which all of the fun secrets are along a single convoluted path. Said path naturally closes off if you, say, cross the wrong linedef, or have an enemy cross a certain linedef, etc.
[Obligatory "Woah there, Satan" comment here]
[Obligatory "Woah there, Satan" comment here]
- Wed Jun 28, 2017 6:33 pm
- Forum: Off-Topic
- Topic: Did you ever think DOS was creepy looking back?
- Replies: 28
- Views: 2046
Re: Did you ever think DOS was creepy looking back?
DOS itself isn't scary, but you could probably make a really good horror game based off of it. I've kicked around this idea in my head of a DOS-based game with unsettling aesthetics that has purposefully undocumented command line arguments that reveal a story the deeper you dig, for instance.
- Wed May 24, 2017 2:57 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30877
- Views: 2144057
Re: The WIP Thread
Anybody know how much a Doom pixel would stretch relative to the pixels themselves? I know it's 16:10 stretched to 4:3, but I want to know the width/height ratio of the pixels themselves. I'll do the math if I have to, but I figured I should ask, just in case. (This is so I can see Doom sprites ...
- Tue May 23, 2017 10:01 am
- Forum: Off-Topic
- Topic: The Simple Questions Thread
- Replies: 202
- Views: 11377
Re: The Simple Questions Thread
Is (or was) there a source port that softened the harsh sector lighting that Doom's known for? Something like Quake and how it bilinearly filters shadows?
- Thu Apr 27, 2017 3:53 pm
- Forum: Off-Topic
- Topic: Quake Mission Packs won't work only Quake 1
- Replies: 7
- Views: 1270
Re: Quake Mission Packs won't work only Quake 1
I just start Quakespasm and then type "game hipnotic" or "game rogue" in the console. Or "game ad" or whatever other third-party pack you may have downloaded. It works fine in Quakespasm (I know it's not enough in older Quake engines). Be weary of that. Mission Pack 2 (and possibly 1) will glitch ...