
Search found 107 matches
- Sat Dec 24, 2016 10:18 am
- Forum: Levels
- Topic: Angry Anna : Christmas Quest
- Replies: 27
- Views: 7935
- 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]
that's just the weapons mod using +UNDROPPABLE instead of +UNTOSSABLEDeviluke Roy wrote:as I was sent back to 50 bullets but still kept my weapons.
wotNo wonder Dump became too big for it's own good.
- 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 ...
- 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 ...
- 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 ...
- Thu Sep 15, 2016 7:58 am
- Forum: Gameplay Mods
- Topic: Plutonia Simulator
- Replies: 28
- Views: 6086
- Thu Sep 15, 2016 7:21 am
- Forum: Gameplay Mods
- Topic: Plutonia Simulator
- Replies: 28
- Views: 6086
Re: Plutonia Simulator
is it revenants that fire homing chaingunnersDeXiaZ wrote:3) Something special that will make you hate me more...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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
- 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 ...