Search found 16 matches
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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?
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...