Search found 139 matches
- Wed May 07, 2025 3:14 pm
- Forum: Gameplay Mods
- Topic: Smart One-Lines post Fight
- Replies: 10
- Views: 9550
Re: Smart One-Lines post Fight
Guys we're halfway to making Doomguy into the UT announcer, and I'm all here for it
- Wed Apr 24, 2024 8:28 am
- Forum: Gameplay Mods
- Topic: [v0.11.1-rc2] ZetaBot: The ZScript Bot
- Replies: 146
- Views: 31415
Re: [v0.11.1-rc2] ZetaBot: The ZScript Bot
Admittedly, I hadn't really considered that before. Currently the ZetaBots do not support custom skins - they just use the usual sprites for the respective games. Soon I plan to make it possible to support having multiple skins for new bots randomly pick from. Player classes with different abilities ...
- Tue Apr 16, 2024 10:31 am
- Forum: Gameplay Mods
- Topic: [v0.11.1-rc2] ZetaBot: The ZScript Bot
- Replies: 146
- Views: 31415
Re: [v0.11.1-rc2] ZetaBot: The ZScript Bot
Just reactivated my account. Is there a bare-minimum example of what's needed for a working module? I'm throwing together a deathmatch-focused weaponset on a lark, and want to test it without wrestling with GZDoom's existing network play system (or waiting for the host/join command PR to merge ...
- Wed Jan 19, 2022 7:33 pm
- Forum: Gameplay Mods
- Topic: TDBots Mk2 - v1 (11/05/2022) (Dead)
- Replies: 250
- Views: 100660
Re: TDBots: The fast-performing bots v30 (06/11/2021)
Yeah, both have their own purpose and are best fit for some circumstances. Every Doom sourceport has a purpose.
Except Doom95, which just unanimously sucks.... but is still important in the historical sense, so!
Except Doom95, which just unanimously sucks.... but is still important in the historical sense, so!
- Tue Oct 12, 2021 11:04 am
- Forum: Gameplay Mods
- Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
- Replies: 1190
- Views: 468062
Re: [3.1] Corruption Cards - Choose cards that alter your ga
On the newest version it doesn't appear that Corruption Cards is effecting the keys anymore. No idea what I was doing wrong. Awesome update, too! I have a vague feeling this might be intentional. I mean, imagine if a Lost Soul stole a key, that is mandatory for progression, and brought it to an ...
- Thu Sep 23, 2021 10:33 am
- Forum: Gameplay Mods
- Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
- Replies: 1190
- Views: 468062
Re: [3.0] Corruption Cards - Choose cards that alter your ga
Mike is an absolute legend. Honestly he should go apply for the Karl Jobst Certificate of Absolute Legend-ness, because he would absolutely pass it. This is a really fun and cool mod, and I have no idea how I forgot to include this compliment when I was here earlier! I have committed an atrocity ...
- Thu Sep 23, 2021 10:32 am
- Forum: Gameplay Mods
- Topic: The Guncaster - 3.888b
- Replies: 3052
- Views: 896223
Re: The Guncaster - 3.888b
I feel like there is a pun to be made with the initialism GC.
Maybe even something to do with Java.
Well. now we're relying on you to deliver this absolutely obscure, contrived, and autistic visual pun! :P
(Make sure it's not Conc Mark Sweep, too!)
Maybe even something to do with Java.
Well. now we're relying on you to deliver this absolutely obscure, contrived, and autistic visual pun! :P
(Make sure it's not Conc Mark Sweep, too!)
- Thu Sep 23, 2021 10:31 am
- Forum: Gameplay Mods
- Topic: Dynamic Enemy Reinforcements v3
- Replies: 24
- Views: 15360
Re: Dynamic Enemy Reinforcements v3
I think this mod isn't being developed anymore. The author has said so in the reply above yours. I've been cogitating making a fork of it on GitHub. I fear stuffing it with lots of functionality could be a bad idea, you know, "Unix philosophy", small parts where each does its own job well, etc etc ...
- Sun Sep 05, 2021 5:27 pm
- Forum: Gameplay Mods
- Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
- Replies: 1190
- Views: 468062
Re: [2.2b] Corruption Cards - Choose cards that alter your g
From what I heard card species are working correctly with that mod. I don't think I can fix the invisibility, it's pretty hacky as is. That's perfectly fine! I understand how some stuff is hard to do without being hacky and I entirely sympathize. Or really, if you simply said you didn't want to do ...
- Fri Aug 20, 2021 7:55 pm
- Forum: Gameplay Mods
- Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
- Replies: 1190
- Views: 468062
Re: [2.2b] Corruption Cards - Choose cards that alter your g
I really like this mod, it adds a lot of variation to the game :) Is there any chance that a compatibility patch will be made for Hideous Destructor? It works for the most part, but it seems that monster-related cards apply to every monster in Hideous Destructor, instead of narrowing to a monster ...
- Fri Aug 20, 2021 7:53 pm
- Forum: Gameplay Mods
- Topic: Dynamic Enemy Reinforcements v3
- Replies: 24
- Views: 15360
Re: Dynamic Enemy Reinforcements v3
Another idea I had is that you could have an option that disables spawning them right within the player's line of sight. Would make it feel more natural to have monsters spawn in previously visited areas if they're not, well, still under visit. but don't appear with teleport fog. Heck, you can also ...
- Fri Aug 20, 2021 12:44 pm
- Forum: Gameplay Mods
- Topic: Dynamic Enemy Reinforcements v3
- Replies: 24
- Views: 15360
Re: Dynamic Enemy Reinforcements v3
No, I won't be changing this. (The only change I'm interested in for DER is if someone else figures out a workaround for the GZ engine edge case bug discussed in a prior post.) Hm, I should have paid more attention to the thread. I can try helping you with that, though . By the way, do consider ...
- Tue Aug 17, 2021 10:02 pm
- Forum: Gameplay Mods
- Topic: Dynamic Enemy Reinforcements v3
- Replies: 24
- Views: 15360
Re: Dynamic Enemy Reinforcements v3
Oh! I like this mod so far, adds variety and ongoing life to gameplay 
How about adding a delay between spawning enemies? Would make it look a bit more fluid (a bit less mechanic? I guess?), and also would reduce the chance for lag spikes on the ZScript VM.

How about adding a delay between spawning enemies? Would make it look a bit more fluid (a bit less mechanic? I guess?), and also would reduce the chance for lag spikes on the ZScript VM.

- Sun Jun 27, 2021 5:32 pm
- Forum: Gameplay Mods
- Topic: The Guncaster - 3.888b
- Replies: 3052
- Views: 896223
Re: The Guncaster - 3.888a
Hey, sorry for the silly question but, if you get more than nine minor releases under the same major version, does it loop to, say, 3. 10 1010 or what? At that point why not just add ellipses and say every version number is an irrational number (eg. 3. 141 141141... )? That aside, this is without ...
- Tue May 11, 2021 1:15 pm
- Forum: Creation, Conversion, and Editing
- Topic: ZDCode [2.13.0] - The high-level DECORATE wrapper
- Replies: 32
- Views: 11943
Re: ZDCode [2.13.0] - The high-level DECORATE wrapper
The new Zake build system and project configuration format, as well as the many new features ZDCode has received over time, mean that ZDCode is now even closer than ever to being a proper release. Here's an example of a Zake file. For more info, please see the Zake template project where this Zake ...