Hmmm interesting... I assume you mean like Keen 4 right? Or do you like actually mean the crunchy twang of the OG itself (which if I'm not mistaking is also the pain noise from the DOOM 2 Keens?)!RexS wrote:I pictured the classic Commander Keen raygun sound the second I saw the picture.
Search found 16 matches
- Sat Jun 29, 2019 8:32 pm
- Forum: Off-Topic
- Topic: MS Paint Weapon Ideas
- Replies: 4
- Views: 571
Re: MS Paint Weapon Ideas
- Sat Jun 29, 2019 1:54 pm
- Forum: Off-Topic
- Topic: MS Paint Weapon Ideas
- Replies: 4
- Views: 571
Re: MS Paint Weapon Ideas
Thanks! But yeah I figured- for whatever reason however, I can't seem to find an existing audio sample I agree with for this thing. I think I'm going to try generating my own.
- Fri Jun 28, 2019 7:19 pm
- Forum: Off-Topic
- Topic: MS Paint Weapon Ideas
- Replies: 4
- Views: 571
MS Paint Weapon Ideas
Inspired by the likes of Netronian Chaos , Adventures of Square and others, I've made a little concept doodle for a neat little pea shooter (made using MS Paint of course). I hope to continue adding to it and others in the future... until then, what do you think this thing will look and sound like ...
- Sat Dec 15, 2018 1:51 pm
- Forum: General
- Topic: Pisticuffs - Hand to Claw Fighting
- Replies: 2
- Views: 511
Re: Pisticuffs - Hand to Claw Fighting
An Urban Brawl update or successor would be amazing! The boss fight with Hugo the butcher comes to mind anytime Urban Brawl is mentioned; gosh that was such a good fight. Come to think of it, that whole level was freaking amazing- by far my favorite, and in my humble opinion, the height of Urban ...
- Fri Dec 14, 2018 9:44 pm
- Forum: General
- Topic: Pisticuffs - Hand to Claw Fighting
- Replies: 2
- Views: 511
Pisticuffs - Hand to Claw Fighting
Just a little idea for a wad focused around hand to hand (or whatever your enemy has at its disposal...) combat. At the moment it's clunky and un-intuitive as I was holding myself to some restrictions while writing. It would be cool to design maps around predominantly melee driven traversal as well ...
- Wed Mar 02, 2016 10:09 am
- Forum: Editing (Archive)
- Topic: [SOLVED] Actor Flag Change?
- Replies: 2
- Views: 1214
Re: Actor Flag Change?
Through the Death state sequence of the projectile, give (via [wiki]A_GiveToTarget[/wiki], for instance) the monster a CustomInventory-derived item which has a Pickup state that calls A_ChangeFlag. Ahah! I had heard about this "CustomInventory" stuff before but I'd never ventured far into this area ...
- Wed Mar 02, 2016 9:23 am
- Forum: Editing (Archive)
- Topic: [SOLVED] Actor Flag Change?
- Replies: 2
- Views: 1214
[SOLVED] Actor Flag Change?
Hello all, I've searched and not yet found any function or general method about changing an Actor's flags in a way that doesn't require: Using A_ChangeFlag() within the actor's definition (by the way, I don't want to use this way about it simply because I want the functionality I'm adding to be able ...
- Fri Feb 26, 2016 11:22 am
- Forum: Graphic/Audio Patches
- Topic: [SOLVED]Dynamic Mltiplayr(ON HOLD) Position Dependent Skybox
- Replies: 12
- Views: 2370
Re: [SOLVED]Dynamic Mltiplayr(ON HOLD) Position Dependent Sk
@A-Bomb - In this special case I'd say we make an exception as I find this very very useful indeed. Concerning the general usage, it would be awesome if it was multiplayer-friendly (maybe you can make a feature suggestion of a special new actor that's somehow a player-depending skybox, as of now ...
- Thu Feb 25, 2016 2:02 pm
- Forum: Graphic/Audio Patches
- Topic: [SOLVED]Dynamic Mltiplayr(ON HOLD) Position Dependent Skybox
- Replies: 12
- Views: 2370
Re: [WIP] Dynamic Multiplayer Position Dependent Skybox
does anybody know if or where I can find the original class definitions to the editor Things To answer this particular question: you need to consult ZDoom source code for that. SkyPicker is here for instance. Thanks a lot for this. It seems the underlying code was not at all what I expected ...
- Thu Feb 25, 2016 1:09 pm
- Forum: Graphic/Audio Patches
- Topic: [SOLVED]Dynamic Mltiplayr(ON HOLD) Position Dependent Skybox
- Replies: 12
- Views: 2370
Re: [WIP] Dynamic Multiplayer Position Dependent Skybox
It's the DOOM64 pistol. The wad I'm using for it is SmoothDoom.Gifty wrote:Kind of off-topic, but is that pistol based off the Romero graphics dump? Where'd you get it?
- Thu Feb 25, 2016 11:16 am
- Forum: Graphic/Audio Patches
- Topic: [SOLVED]Dynamic Mltiplayr(ON HOLD) Position Dependent Skybox
- Replies: 12
- Views: 2370
Re: [WIP] Dynamic Multiplayer Position Dependent Skybox
But just in case, I'm going to leave this open for another day or two. Though I do realize at this point chances of even a hacky work around are slim to nil.
- Thu Feb 25, 2016 11:13 am
- Forum: Graphic/Audio Patches
- Topic: [SOLVED]Dynamic Mltiplayr(ON HOLD) Position Dependent Skybox
- Replies: 12
- Views: 2370
Re: [WIP] Dynamic Multiplayer Position Dependent Skybox
That's awesome! Do you plan on releasing the single player version or are you waiting to see what happens with the multiplayer version? Well I suppose, knowing what I do now, that I can release it in it's current state (it is a pretty neat little effect to have but I REALLY wanted to make it work ...
- Tue Feb 23, 2016 2:04 pm
- Forum: Editing (Archive)
- Topic: Looping Scripts
- Replies: 18
- Views: 1015
Re: Looping Scripts
Because as you saw earlier, he's new to programming -- and even if you didn't see earlier, it's still obvious he's new. So, don't ask rhetorical "why" questions; that's rude. dbj87jb and arkore, I'm sorry if I came off as rude (I legitimately didn't think my response could have been interpreted in ...
- Tue Feb 23, 2016 11:55 am
- Forum: Editing (Archive)
- Topic: Looping Scripts
- Replies: 18
- Views: 1015
Re: Looping Scripts
So, a couple things: int sid = 0; // sid is the sector ID for ( sid = 11; sid < 13; sid++ ) // sid is the sector ID { SpawnProjectile(9,"Rocket",0,0,64,5,0); delay (35); sid++; } 1) Why exactly are you incrementing sid twice in the loop? It just runs once. 2) I don't think you're using this loop for ...
- Tue Feb 23, 2016 10:58 am
- Forum: Gameplay Mods
- Topic: Zion V08 WIP
- Replies: 371
- Views: 90328
Re: DOOM Emulation (of doom 4) WIP
Wow this is magnificent! And I love how well the frame blending was preserved on your rips! And I also love how generous you were with the scale of the sprites! Very nice!!! Anywho, I believe I've come across a minor bug. Although, I imagine you've either already fixed it by now or at the very least ...