Search found 15 matches
- Fri Apr 23, 2021 5:26 pm
- Forum: Gameplay Mods
- Topic: Imps throwing balls in arcs
- Replies: 3
- Views: 1301
Imps throwing balls in arcs
Haha yes viewtopic.php?f=3&t=57747 it works, no mathematical compromises were required either! Imps'll now throw balls in an arc. There's a gravity of 0.05 and the speed remains the same. Works with differing elevations. They do a straight shot, not the one in the air and back down again (ceilings ...
- Thu Jan 04, 2018 8:13 am
- Forum: Gameplay Mods
- Topic: [Released] Rollennian Tweaks v4a (new/old weapons and more!)
- Replies: 11
- Views: 3545
Re: [Released] Rollennian Tweaks v3e (new/old weapons and mo
v4a. It's been a long time since I worked on this mod, and even longer since I made a release. So... I don't remember that much. I'm sure that some of the listed changes are wrong or something... and almost certain that I've missed at least one change I made. One should just enjoy the mod.
- Fri Sep 01, 2017 12:34 pm
- Forum: Editing (Archive)
- Topic: DoomImp to throw fireballs in an arc that lands on target?
- Replies: 3
- Views: 1560
DoomImp to throw fireballs in an arc that lands on target?
Hi, all. I have—to a distressing lack of avail—tried to make DoomImps (herein referred to as just imps) throw their DoomImpBalls (herein referred to as just fireballs) in an arc that lands on the player, like in Doom 4. OK, fireballs now have Gravity set to 0.05 and the NOGRAVITY flag removed. Cool, ...
- Tue Dec 27, 2016 1:25 pm
- Forum: Gameplay Mods
- Topic: [Released] Rollennian Tweaks v4a (new/old weapons and more!)
- Replies: 11
- Views: 3545
Re: [Released] Rollennian Tweaks v3c (new/old weapons and mo
All the way over to V3D. Fixes galore.
- Sat Dec 24, 2016 4:00 pm
- Forum: Gameplay Mods
- Topic: [Released] Rollennian Tweaks v4a (new/old weapons and more!)
- Replies: 11
- Views: 3545
Re: [Released] Rollennian Tweaks v3a (new/old weapons and mo
V3A released. Have fun with it 
- Wed Oct 05, 2016 1:01 pm
- Forum: Gameplay Mods
- Topic: [Released] Rollennian Tweaks v4a (new/old weapons and more!)
- Replies: 11
- Views: 3545
Re: [Released] Rollennian Tweaks (new/old weapons and more!)
Updated VERY MUCH SO to v2a!!
Enjoy, if you feel it's good
Enjoy, if you feel it's good
- Sun Sep 18, 2016 4:18 am
- Forum: Editing (Archive)
- Topic: How do I make BloodColor-obedient blood decals more opaque?
- Replies: 1
- Views: 352
How do I make BloodColor-obedient blood decals more opaque?
I can't for the life of me make blood decals-- while still being shaded by BloodDefault (so that they may use BloodColor)-- become more opaque/less transparent, even though I remade them in my mod to not have soft edges (bleurgh) and to use all-or-nothing transparency, they still come up on the ...
- Sat Aug 20, 2016 3:48 am
- Forum: Gameplay Mods
- Topic: [Released] Rollennian Tweaks v4a (new/old weapons and more!)
- Replies: 11
- Views: 3545
Re: [Released] Rollennian Tweaks (new/old weapons and more!)
Love the shotty's altfire. I can now use it as a sniper rifle. The double shotty's altfire isn't as reliable, though. As for the rifle and railgun, how would they be able to drop in-game without summoning them? They are not dropped. You have to make maps for them, or have me figure out a way to ...
- Fri Aug 19, 2016 7:54 am
- Forum: Gameplay Mods
- Topic: [Released] Rollennian Tweaks v4a (new/old weapons and more!)
- Replies: 11
- Views: 3545
Re: [Released] Rollennian Tweaks (new/old weapons and more!)
I don't understand, what's stopping you?Mars873 wrote:Wish I could release such simple mods in 2k16.
- Fri Aug 19, 2016 5:53 am
- Forum: Gameplay Mods
- Topic: [Released] Rollennian Tweaks v4a (new/old weapons and more!)
- Replies: 11
- Views: 3545
[Released] Rollennian Tweaks v4a (new/old weapons and more!)
Rollennian Tweaks! A mod in which every single classic doom weapon has been modified, plenty have been added and a whole lot more! The name's origin is just a word that I can use to tag along with me. Don't worry about it :P (This mod contains some net (where necessary) ACS scripts along with their ...
- Thu Jul 14, 2016 7:44 am
- Forum: Editing (Archive)
- Topic: Massive GZDoom decal perversion aka portal gun
- Replies: 13
- Views: 1680
Re: Massive GZDoom decal perversion aka portal gun
Very impressive! Now all we need is floor decals 
- Tue Jul 12, 2016 4:48 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [CVar] teamkickback (float) -- 'cause kickback trolls suck
- Replies: 0
- Views: 248
[CVar] teamkickback (float) -- 'cause kickback trolls suck
A simple float CVar, `teamkickback`, should exist, in my opinion. It would multiply the kickback factor against teammates by the float number specified. 0.0 could fully eradicate kickback trolls while 10.0 could make for an interesting cooperative game, or something.
Thank you.
Thank you.
- Sat Jul 02, 2016 4:11 am
- Forum: General
- Topic: The UDMF format is made of text. Surely that is inefficient?
- Replies: 11
- Views: 1188
Re: The UDMF format is made of text. Surely that is ineffici
The more I know.
BTW, are WADs compressed by default? I'm using SLADE 3.
BTW, are WADs compressed by default? I'm using SLADE 3.
- Fri Jul 01, 2016 9:47 am
- Forum: General
- Topic: The UDMF format is made of text. Surely that is inefficient?
- Replies: 11
- Views: 1188
Re: The UDMF format is made of text. Surely that is ineffici
Of course. Compression. Thanks for reminding me of that 
- Fri Jul 01, 2016 9:08 am
- Forum: General
- Topic: The UDMF format is made of text. Surely that is inefficient?
- Replies: 11
- Views: 1188
The UDMF format is made of text. Surely that is inefficient?
Forgive my newness-induced need to even ask such a question, but I'm making my very first WAD with little to no experience of actual editing (but I'm getting there.) So, I wanted to make a mirror at some point to test some stuff, and I realised I needed the UDMF format to make it. I used it, made ...