Search found 107 matches

by ijon
Sat Dec 24, 2016 10:18 am
Forum: Levels
Topic: Angry Anna : Christmas Quest
Replies: 27
Views: 7935

Re: Angry Anna : Christmas Quest

Image
by ijon
Mon Oct 17, 2016 10:34 am
Forum: Levels
Topic: DUMP Episode 3: BFG Edition [map + weapons released]
Replies: 1401
Views: 190867

Re: DUMP Episode 3: BFG Edition [Map build released]

Deviluke Roy wrote:as I was sent back to 50 bullets but still kept my weapons.
that's just the weapons mod using +UNDROPPABLE instead of +UNTOSSABLE
No wonder Dump became too big for it's own good.
wot
by ijon
Tue Oct 11, 2016 2:01 am
Forum: Gameplay Mods
Topic: Samsara - 0.3666 - World Tour
Replies: 490
Views: 110743

Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is

If you thought the pistol was a mess, imagine that trying to add MIGHTY BOOT to that code would have looked like before we could put alternative frames behind the weapon. Having it "work" back in the day was not a simple task though it should be much easier to do now in ZDoom. that's exactly what ...
by ijon
Sun Oct 09, 2016 5:46 pm
Forum: Gameplay Mods
Topic: Samsara - 0.3666 - World Tour
Replies: 490
Views: 110743

Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is

The handling for the "allow BFG aiming" dmflag2 was reversed for some reason. don't check the dmflags for bfg free aiming, check sv_nobfgaim (zdoom) and sv_bfgfreeaim (zandronum) respectively zandronum has bfg free aiming OFF by default, and dmflags2 256 turns it ON zdoom has bfg free aiming ON by ...
by ijon
Sat Oct 01, 2016 3:56 pm
Forum: Gameplay Mods
Topic: Universal Headshots (source code patch, not decorate)
Replies: 6
Views: 4318

Re: Universal Headshots (source code patch, not decorate)

you could've just used a custom bullet puff with +HITTRACER, comparing the puff's height to the tracer's position and APROP_Height, and using A_DamageTracer in the puff. and GetTick already exists as Timer(). no one's going to recompile zdoom for a mod, especially for something the engine can ...
by ijon
Thu Sep 15, 2016 7:58 am
Forum: Gameplay Mods
Topic: Plutonia Simulator
Replies: 28
Views: 6086

Re: Plutonia Simulator

aw :(
by ijon
Thu Sep 15, 2016 7:21 am
Forum: Gameplay Mods
Topic: Plutonia Simulator
Replies: 28
Views: 6086

Re: Plutonia Simulator

DeXiaZ wrote:3) Something special that will make you hate me more...
is it revenants that fire homing chaingunners
by ijon
Thu Sep 15, 2016 6:15 am
Forum: Gameplay Mods
Topic: capped pain elementals (aka. less spicy meatballs)
Replies: 0
Views: 1021

capped pain elementals (aka. less spicy meatballs)

http://i.imgur.com/ht5vmLc.png download link today in "mods that probably should have been made a long time ago": a more flexible version of compat_limitpain a doomworld thread complaining about lost souls inspired this mod it's got three cvars: cappedpe_maxsouls (default 8 ): how many souls each ...
by ijon
Tue Aug 30, 2016 2:47 pm
Forum: Gameplay Mods
Topic: Metroid: Dreadnought v1 - The Galaxy is Doomed
Replies: 298
Views: 72952

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

I got bored with doom and left for a year, and now I'm content just sitting on the edge of the doom scene and shitposting I still barely ever play doom, but I'll still contribute to stuff like DUMP as for the beam stacking, it *worked*, even if the interface was vague as hell, but it probably could ...
by ijon
Tue Aug 30, 2016 1:38 pm
Forum: Gameplay Mods
Topic: Metroid: Dreadnought v1 - The Galaxy is Doomed
Replies: 298
Views: 72952

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Thinking about porting Metroid to 3DGE as Prime Hunter. I would like to request this mod to be used as a base for this possible project to add/improve existing sprites, and create maps for the mod. you'd want to check the credits, because 99% of the sounds and sprites in the mod were made by other ...
by ijon
Wed Aug 24, 2016 7:13 pm
Forum: Levels
Topic: DUMP Episode 3: BFG Edition [map + weapons released]
Replies: 1401
Views: 190867

Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Oh cool, thank you very much. Didn't expect you to strip out the rest of the synthfire functionality altogether, but seeing as nothing really used it that's fine. I didn't notice any other functionality, besides that pistol thing which I couldn't figure out the intent of (take away a ...
by ijon
Tue Aug 23, 2016 7:58 am
Forum: Levels
Topic: DUMP Episode 3: BFG Edition [map + weapons released]
Replies: 1401
Views: 190867

Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

In DUMP.acs, I believe changing the TakeInventory functions to take 9999 may stop problems with sv_unlimited_pickup interfering with the synthfire system: I'm gonna be perfectly honest here. I'm rapidly losing interest in maintaining compatibility with such an obnoxious and destructive cvar ...
by ijon
Mon Aug 22, 2016 7:00 pm
Forum: Levels
Topic: DUMP Episode 3: BFG Edition [map + weapons released]
Replies: 1401
Views: 190867

Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

yo yholl you forgot to use the updated hs011 with the ACS that hopefully desyncs less and also doesn't need commonfuncs to compile (only the ACS changed) (i ain't ever gonna test this shit on zdoom multiplayer so i'll just assume it worked) also nice to see that Ijon got serious for once well, twice ...
by ijon
Sat Aug 13, 2016 4:52 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: A_Explode Damagetype Parameter + Flag
Replies: 5
Views: 516

Re: A_Explode Damagetype Parameter + Flag

XF_EXPLICITDAMAGETYPE
by ijon
Fri Aug 12, 2016 12:05 am
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 417535

Re: [WIP] MetaDoom - Thank You For The Demon (Powerups p19)

Because we all know of those maps that force you to pick one up so that enemy projectiles become a lot harder to avoid, and it'd be cruelly hilarious to make the player have extra dread in those situations - the thing they'll have to pick up may be good for them, or it may make the next minute or ...

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