Search found 378 matches
- Sat Nov 09, 2024 12:40 pm
- Forum: Gameplay Mods
- Topic: Scalliano Shuffle GOLD! V1.4 (2024 Update)
- Replies: 28
- Views: 12701
Re: Scalliano Shuffle GOLD! V1.4 (2024 Update)
I want to thank you for updating my favourite mod and keeping it alive! You are doing a great job, indeed. Are you considering adding more items or weapons that might add an element of tactical warfare, such as the translocator or timer bombs? Also, are you considering adding nukes? Sorry for the ...
- Fri Apr 26, 2024 5:40 pm
- Forum: Gameplay Mods
- Topic: Scalliano Shuffle GOLD! V1.4 (2024 Update)
- Replies: 28
- Views: 12701
Re: Scalliano Shuffle GOLD! V1.4 (2024 Update)
Sweet! I await your guys feedback. I'm not really speedy developing this mod cuz life is kinda busy rn so i just check on this forum every so often to see if anyone has given feedback. Have fun!It works again.
- Fri Apr 26, 2024 8:44 am
- Forum: Gameplay Mods
- Topic: Scalliano Shuffle GOLD! V1.4 (2024 Update)
- Replies: 28
- Views: 12701
Re: Scalliano Shuffle GOLD! V1.4 (2024 Update)
Changed the link. Waiting on you guys feedback, no idea why this happened?
- Sat Mar 30, 2024 6:01 pm
- Forum: Gameplay Mods
- Topic: Scalliano Shuffle GOLD! V1.4 (2024 Update)
- Replies: 28
- Views: 12701
Re: Scalliano Shuffle GOLD! V1.3
Very interesting. Its rare that a vanilla type mod like this catches my eye, much less one that is so random and spices shit up while staying vanilla Is this compatible with skin mods that changes the player model and face? Player faces? Yes, models? They also should be, but i added a few new ...
- Wed Mar 27, 2024 6:06 pm
- Forum: Gameplay Mods
- Topic: Scalliano Shuffle GOLD! V1.4 (2024 Update)
- Replies: 28
- Views: 12701
Re: Scalliano Shuffle GOLD! V1.3
Yeah, that would definitely be nice. This and Pandemonia seem to behave the best running alongside gun bonsai with it, too; DRLA has a modpack bug, and Legendoom has a rapid fire bug. Alright, you wouldn't mind just uploading the full version, right? The weapons and monsters only version i halted ...
- Mon Mar 25, 2024 8:50 am
- Forum: Gameplay Mods
- Topic: Scalliano Shuffle GOLD! V1.4 (2024 Update)
- Replies: 28
- Views: 12701
Re: Scalliano Shuffle GOLD! V1.3
I very rarely use these forums, but also here to report that's not the only issue I found. Found out that the grenade launcher also has issues where you're able to still fire it when you're out of ammo. Me too lol, i'm surprised someone is even commenting here in fact. I've actually been working on ...
- Thu Aug 03, 2023 3:37 pm
- Forum: Technical Issues
- Topic: Problem with video renders
- Replies: 5
- Views: 1726
Re: Problem with video renders
What are the rest of your system specs? OS: Windows 64-bit CPU: Intel Core i5 8400 @ 2.80GHz, Coffee Lake 14nm Technology RAM: 8,00GB Single-Channel Unknown @ 1196MHz (17-17-17-39) Motherboard: Gigabyte Technology Co. Ltd. H310M H (U3E1) Graphics: 1970W (1366x768@60Hz), Intel UHD Graphics 630 ...
- Wed Aug 02, 2023 5:21 pm
- Forum: Technical Issues
- Topic: Problem with video renders
- Replies: 5
- Views: 1726
Re: Problem with video renders
Well i'm using a desktop, how did you change that exactly?
- Sun Jul 30, 2023 12:27 pm
- Forum: Technical Issues
- Topic: Problem with video renders
- Replies: 5
- Views: 1726
Problem with video renders
Hello everyone, my Gzdoom (version 4.10.0) has been having this video renderer problem for a while now. If i use OpenGL, the game will simply crash upon starting a new game, no error, nothing. Just instant crash. If i use OpenGL, the game run fines but i lose nice graphical additions, like Bloom and ...
- Sat Jul 15, 2023 2:47 pm
- Forum: Scripting
- Topic: Universal gibbing puff with ZScript?
- Replies: 4
- Views: 586
Re: Universal gibbing puff with ZScript?
Yes, that would work but i would like to make this universal as well for any monsters, not just the monsters in my mod. Also, it is a hitscan weapon, and im sure its pretty possible (and likely easy) in ZScript, i just dont know much what to do to achieve this.
- Sat Jul 15, 2023 2:26 pm
- Forum: Scripting
- Topic: victim.DamageMobJ is not dealing damage?
- Replies: 2
- Views: 254
Re: victim.DamageMobJ is not dealing damage?
Oh yeah, that was a dumb mistake of mine. That made it a temporary variable. Even so, i did what you said earlier of putting it in the first tic of the spawn state with NoDelay and yet it wans't working, sometimes rather. Anyways this fixed it, thank you!
- Sat Jul 15, 2023 9:02 am
- Forum: Scripting
- Topic: victim.DamageMobJ is not dealing damage?
- Replies: 2
- Views: 254
victim.DamageMobJ is not dealing damage?
Hello everyone, i've made this nailgun weapon that hits multiple enemies, but i want its damage to reduce for each enemy that it hits. If i put any random intenger there, it works fine but without said damage reduction. However, if i use some custom variable, the damage does not work? Or rather, it ...
- Sun Jun 11, 2023 10:04 am
- Forum: Scripting
- Topic: Universal gibbing puff with ZScript?
- Replies: 4
- Views: 586
Universal gibbing puff with ZScript?
Hello. i wanna do something which i believe is relatively simple in ZScript, but i cant find guides or have much of an idea how to execute this. I want to make a weapon that gibs enemies if its a close enough distance, and make it universal, aka compatible with other monsters, without the need of ...
- Sun Jun 04, 2023 7:12 am
- Forum: Scripting
- Topic: How do you use Tick() and PostBeginPlay()?
- Replies: 2
- Views: 391
Re: How do you use Tick() and PostBeginPlay()?
Thank you! I think you made a mistake of not including all necessary parameters for IsVisible though, as it was error'ing me out, but i fixed it. i also added this little check of the player needing to be aiming at the enemy for him to dodge. But this works great. ZSP2 AAABBBCCCDDD 2 { A ...
- Sat Jun 03, 2023 6:48 pm
- Forum: Scripting
- Topic: How do you use Tick() and PostBeginPlay()?
- Replies: 2
- Views: 391
How do you use Tick() and PostBeginPlay()?
Hello everyone, i was working on this monster and i wish he had the following behavior: He has a roll move, and i want him to do this once, when he sees the player for the first time. Meaning if he is alerted by a sound, he will just chase around, until he spots the player, checks sight (probably ...