Search found 89 matches
- Tue Apr 22, 2025 4:02 pm
- Forum: Resources
- Topic: My ALmost Q1 Frankensprite sheet
- Replies: 0
- Views: 372
My ALmost Q1 Frankensprite sheet
Have a good time with it if you would like.
- Tue Apr 22, 2025 9:21 am
- Forum: Resources
- Topic: My Flamethrower Frankensprite sheet
- Replies: 0
- Views: 297
My Flamethrower Frankensprite sheet
Free to use without my permission. I was mostly disappointed with the quality of the sprite work for the Incinerator and the Calamity Blade. It's based on the Romero Alpha dump.
- Tue Apr 22, 2025 9:18 am
- Forum: Mapping
- Topic: Vanilla Bridge
- Replies: 5
- Views: 255
Re: Vanilla Bridge
Because I am working on a series of levels that could be 1995 appropriate. I leverage GZDOOM very judiciously. If I do something that can expand a functionality that would be era appropriate, then I do. I also LIKE working in vanilla doom2 format. Otherwise, I would just make my own GZDOOM game. I ...
- Thu Apr 17, 2025 1:47 pm
- Forum: Mapping
- Topic: Vanilla Bridge
- Replies: 5
- Views: 255
Re: Vanilla Bridge
yes,
I f0llowed this step by step to the best of my understanding and ability and ended yo with the map I attached.
I f0llowed this step by step to the best of my understanding and ability and ended yo with the map I attached.
- Thu Apr 17, 2025 10:11 am
- Forum: Mapping
- Topic: Vanilla Bridge
- Replies: 5
- Views: 255
Vanilla Bridge
I know that tis is well-worn territory. I want anyone reading this to understand that I have gone over the tutorials and videos many times over and have attempted to follow them step by step (you'll probably be able to tell when you peek at the map that i did). That said, I am making some sort of ...
- Fri Apr 11, 2025 6:33 am
- Forum: Scripting
- Topic: Arcane Widowmaker Specs?
- Replies: 0
- Views: 76
Arcane Widowmaker Specs?
First, I know thar game balance and weapon design is very much art more than science. However, I am working on a project that has vanilla style de-makes of weapons from other id games and id adjacent fps's. The information on the Q1 guns is plentiful and has been revisited and revised in the DooM ...
- Mon Apr 07, 2025 9:49 pm
- Forum: Scripting
- Topic: Charged SHotgun?
- Replies: 4
- Views: 198
Re: Charged SHotgun?
Ya. I figured it out. Thanks. So, I must admit that I have a bit of a concern with preservation. I understand that DECORATE is no longer the thing, but I find it to be useful because it constrains someone like me to a framework that is more era appropriate. Like, with DECORATE, you're constrained to ...
- Fri Apr 04, 2025 9:53 am
- Forum: Scripting
- Topic: Charged SHotgun?
- Replies: 4
- Views: 198
Re: Charged SHotgun?
ok, yes, I am aware this is a mess, but bare with me because it actually works as intended as a weapon now. There is only one problem remaining: When the weapon is in the Hold state, the weapon sprite jumps up and down the vertical axis wildly if the player is moving and holding down the trigger ...
- Thu Apr 03, 2025 4:10 am
- Forum: Scripting
- Topic: Charged SHotgun?
- Replies: 4
- Views: 198
Charged SHotgun?
I am trying to make a shotgun that needs the user to hold primary fire to "charge" the attack and then utlilizes different fire states depending on how long the player holds the trigger down. I can get the thing to shoot, like an autoshotty, or I can get it to not shoot at all. Can someone tell me ...
- Sat Apr 13, 2024 5:46 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Software Dithering
- Replies: 2
- Views: 2301
Re: Software Dithering
Understood, but i was proposing an approach that could even be a toggled feature simply with additive assets and zscript actors into the .pk3 ala decals. No big deal. I can cook it up myself. Just something that might be "nice to have" for software render nerds.
- Thu Apr 11, 2024 4:12 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Software Dithering
- Replies: 2
- Views: 2301
Software Dithering
Would it be possible to write in a software rendered checkerboard dither as a replacement for translucency and alpha blending? This would be more performant and provide a more "vanilla" approach to something like rendering a translucent fireball. This absolutely can be achieved via Zscript and ...
- Mon Dec 18, 2023 12:39 am
- Forum: Assets (and other stuff)
- Topic: Help with DooM Sounds?
- Replies: 4
- Views: 2698
Re: Help with DooM Sounds?
Ok. That's helpful. The distortion from the crunch of downsampling in Audacity makes sense. Thanks.
- Sat Jan 14, 2023 10:40 am
- Forum: Scripting
- Topic: Help with Rail Attack
- Replies: 2
- Views: 243
Re: Help with Rail Attack
Thanks ill give it a try.
- Mon Jan 09, 2023 11:54 am
- Forum: Scripting
- Topic: [ZSCRIPT] How do I make a monster that gibs itself & explodes when it touches a living Actor?
- Replies: 4
- Views: 376
Re: [ZSCRIPT] How do I make a monster that gibs itself & explodes when it touches a living Actor?
Basically, make his melee state jump to a Xdeath or custom death state that spawns a rocket explosion something like ... Melee: POSS C 1 goto XDeath ... XDeath: POSS M 5 POSS N 5 A_XScream MISL B 8 Bright A_Explode MISL C 6 Bright MISL D 4 Bright Stop ... You can make it fancier with SpawnItemEX and ...
- Mon Jan 09, 2023 11:43 am
- Forum: Scripting
- Topic: Help with Rail Attack
- Replies: 2
- Views: 243
Help with Rail Attack
I am attempting to demake my own version of a Doom(2016) HellRazer. Currently, gameplay-wise, this dude is entirely functional. I have a minor issue with how his attack LOOKs to the player. As is, this attack appears as the the monster is aiming to shoot DoomGuy's Left Ankle. It would feel more true ...