Search found 5 matches
- Fri Sep 04, 2015 5:55 am
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2009
- Views: 672283
Re: Smooth Doom
Well, I have another suggestion. Epic 2 has quite a few monster variants, namely an alternate dark imp (which is grey and has green eyes rather than being black and having yellow eyes), a revenant with green glowing eyes, and a chaingunner that has a bandana, handkerchief, or headband wrapped around ...
- Fri Jul 31, 2015 5:58 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2009
- Views: 672283
Re: Smooth Doom
Alrighty then. I've translated the blue sparkle sprites to yellow and green, and connected them to the arachnotron plasma. I didn't use translation in decorate, I manually translated the sprites just... because, if you want you can use the translation property for the YellowSparkle actor. You'll ...
- Thu Jul 30, 2015 4:36 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2009
- Views: 672283
Re: Smooth Doom
Here's another suggestion: Add some greenish-yellow plasma sparkles, and make a fancy arachnotron plasma that spawns those sparkles. Then, make the plasma sparkles option a "rotating door" like weapon casings: "off, players only, players and monsters" and if players and monsters is on, the ...
- Thu Jul 23, 2015 6:25 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2009
- Views: 672283
Re: Smooth Doom
Speaking of weapon bobbing, something briefly mentioned earlier in the thread is Weapon.BobStyle "Smooth". It's a property that, when put on weapons (as implied by the title) smoothens out their bobbing/swaying. It's completely compatible with the bobbing update you just added, and it's more smooth ...
- Wed Jul 08, 2015 1:23 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2009
- Views: 672283
Re: Smooth Doom
I've never actually used the "Species" property in keys, I always have used LOCKDEFS, but I think I might have an idea as to why it isn't working. If you've already deleted LOCKDEFS, defined the Species in the new key actors, and updated to the latest test version, then it should work, but I think ...