Search found 5 matches

by LemonWolf3322
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 ...
by LemonWolf3322
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 ...
by LemonWolf3322
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 ...
by LemonWolf3322
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 ...
by LemonWolf3322
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 ...

Go to advanced search