Search found 16 matches

by XavierStudios
Wed Mar 21, 2018 12:25 pm
Forum: Gameplay Mods
Topic: [minimod] Demon CounterStrike v0.05d: What the heck
Replies: 39
Views: 24134

Re: [minimod] Demon CounterStrike - The invasion is not over

Suggestions that may or may not break compatibility with Zandronum: A master toggle to completely disable the mod. Currently, the most convenient way to load this before everything is to autoload it, so such a toggle would be appreciated. Perhaps take the map's monster count into consideration for a ...
by XavierStudios
Mon Mar 19, 2018 9:53 am
Forum: Abandoned/Dead Projects
Topic: D4D - v3 Alpha 8.8 Final (11/22/2020)
Replies: 830
Views: 231248

Re: D4D - v3 Alpha 7 - Suggestions? p.39

Rework the crate drop to a quasi-random method determined by fake credits that are awarded in the background. As you kill enemies, fake credits increase. After reaching an arbitrary value of, say, 750, crates are allowed to drop from enemies. After a crate drops, fake credits are reverted to zero ...
by XavierStudios
Mon Mar 12, 2018 9:37 pm
Forum: Gameplay Mods
Topic: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
Replies: 642
Views: 212444

Re: [v1.5] Doom Incarnate: A Wolfenstein style mod

Bug reporting, GO! Start a new game, equip the pistol to the right crossed wield, switch to crossed wield and press/hold reload. Plays the animation for equipping the pistol. Follow the same instructions but equip to the left crossed wield. Game immediately locks up and crashes. Cross wield the ...
by XavierStudios
Wed Feb 14, 2018 4:33 pm
Forum: Gameplay Mods
Topic: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
Replies: 642
Views: 212444

Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Little things: The Assault Rifle ammo upgrade still references the old suppressor mode. The Kampfpistole ammo upgrade is worded very strangely, contradicting itself with regards to regular rockets and homing rockets. Crossed Wield shows all three upgrade icons on the HUD for weapons that can't be ...
by XavierStudios
Tue Feb 13, 2018 10:09 pm
Forum: Gameplay Mods
Topic: MeleeMan - No Guns Allowed
Replies: 31
Views: 7603

Re: MeleeMan - No Guns Allowed

The less-than-original suggestion would be projectile reflection. The shield wouldn't convert the projectiles into mana, so it's not something you can set and forget. To build on that, the shield could absorb projectiles as normal but convert them into a homing bolt. The difference lies in the fact ...
by XavierStudios
Sat Feb 10, 2018 1:43 pm
Forum: Gameplay Mods
Topic: Steve's Flashlight Mod
Replies: 23
Views: 33749

Re: Steve's Flashlight Mod

Thank you. It's refreshing to have a real flashlight and not the rough approximation that Dark DooM offered. If there was any criticism I could offer, it would be that the spotlight doesn't lower when crouching. Not a big deal, though. I mean, who crouches in DOOM?
by XavierStudios
Thu Feb 08, 2018 2:47 pm
Forum: Gameplay Mods
Topic: [v0.11.1-rc2] ZetaBot: The ZScript Bot
Replies: 146
Views: 31159

Re: [REPLAN] ζetaBots: The ZScript Bot

I cannot claim to fully understand to what extent modders will have to go to add compatibility or what, if any, functionality is being traded between Module- and Monster-based bots, but I can presume that the mixed approach would offer the most flexibility in the end. As such, in my ignorance, I ...
by XavierStudios
Sun Dec 17, 2017 8:36 pm
Forum: Gameplay Mods
Topic: Faspons [JULY 20 2023] - Now Monster Pack Compatible!
Replies: 827
Views: 154721

Re: Faspons [REL: DEC 17 / DEV: DEC 17

I redid the RPG reload animations so they are not on an angle. I wanted to keep the original offsets, but generally you shouldn't rotate sprites unless you don't mind visual artifacts from re sampling. I cannot personally attest to the quality of the program because I haven't used it, but you can ...
by XavierStudios
Tue Nov 28, 2017 9:14 am
Forum: Gameplay Mods
Topic: High Noon Drifter v1.2 - Between God, the Devil, and a .500
Replies: 658
Views: 260885

Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

If Strife support were to happen, I posit that a javelin weapon could be used in the mini-missile launcher slot. Corzo's already the proud owner of a whip, boomerang and bow. Why not some throwing spears? Primary fire throws a dynamite-tipped javelin that explodes on contact. Reload could throw an ...
by XavierStudios
Mon Nov 20, 2017 10:12 am
Forum: Gameplay Mods
Topic: High Noon Drifter v1.2 - Between God, the Devil, and a .500
Replies: 658
Views: 260885

Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Such a sweetheart, humoring the machinations of a hapless idiot. The idea was never to request anything or try my hand at kludging something together, rather a thought experiment to make her less of a power-up and more of a balanced character, but I'll see if I can keep the needlessly complex stuff ...
by XavierStudios
Sun Nov 19, 2017 7:23 pm
Forum: Gameplay Mods
Topic: High Noon Drifter v1.2 - Between God, the Devil, and a .500
Replies: 658
Views: 260885

Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

I loaded up Holy Hell for no reason and, upon remembering that it gives you the BFG on the first map, I elected to turn Infinite Basilissa Summon on and go on a rampage. Then, as I am wont to do, I imagined what could be done to improve the depth of the game's existing mechanics. Specifically ...
by XavierStudios
Wed Jul 26, 2017 7:55 pm
Forum: Abandoned/Dead Projects
Topic: D4D - v3 Alpha 8.8 Final (11/22/2020)
Replies: 830
Views: 231248

Re: D4D - v3 Alpha 7 - Another poll! p. 36

Yes, they should drop from monsters as they do now, just at a more controlled frequency. In fact, I'll just do a bit of silly math to give an estimate of how many crates you'd get with my method at 500 fake credits per crate drop. After running through E1M1 and E1M2 on Ultra-Nightmare without ...
by XavierStudios
Wed Jul 26, 2017 3:10 pm
Forum: Abandoned/Dead Projects
Topic: D4D - v3 Alpha 8.8 Final (11/22/2020)
Replies: 830
Views: 231248

Re: D4D - v3 Alpha 7 - Another poll! p. 36

Trying to balance random drops around an arbitrary value with no good correlation between them is an exercise in futility. How I'd do it is let the monsters drop fake credits that count up in the background. Once the fake credit total reaches 500, let them drop. If you want to add some variance, let ...
by XavierStudios
Thu Jul 20, 2017 9:14 pm
Forum: Gameplay Mods
Topic: Balmung - Full Metal Guardians [0.1 Preview]
Replies: 7
Views: 2599

Re: Balmung - Full Metal Guardians [0.1 Preview]

Hetdegon, if it means anything, I'm of a different - and perhaps diametrically opposed - viewpoint compared to Spaceman here. Immersion is nice to have when it doesn't affect the gameplay, but I don't view it to be particularly critical. If the gameplay feels right and doesn't show any slop or ...
by XavierStudios
Fri Jun 02, 2017 2:18 pm
Forum: Abandoned/Dead Projects
Topic: D4D - v3 Alpha 8.8 Final (11/22/2020)
Replies: 830
Views: 231248

Re: D4D - v3 Alpha 6 -- Q&A Page 24

Please let me know your thoughts! I really hope I'm understanding you here Holding less keys at a given time is nice on paper, but it's more key presses in total what with toggling the secondary on and off. Besides that, many of the current secondaries are not ones I would leave toggled for any ...

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