Does anyone have this remake of E1M8?
viewtopic.php?t=23547
Search found 131 matches
- Fri Jul 11, 2025 12:08 am
- Forum: General
- Topic: Mod Download Broken? Request Reuploads Here
- Replies: 4971
- Views: 1222539
- Sat Apr 05, 2025 11:38 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38033
- Views: 4641068
Re: [SPRITES] Spriting Carnival!!
I remember someone uploading smooth pinky animation here, but I can't find it anymore.
- Fri Jan 31, 2025 6:24 am
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 667903
Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Except the mod doesn't have any custom ammo.Delfino Furioso wrote: ↑Fri Jan 31, 2025 5:11 am I think that's because the mod defines custom ammotypes that the base statusbar definition would not be aware of
Take a look at the ammo-tally-related DrawNumber functions
UPD: Apparently, it was needed for gibbing animation.
- Fri Jan 31, 2025 1:44 am
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 667903
Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
After performing several surgeries on the code and sprites, I found that SBARINFO contains the entire definition of Doom status bar, even though it already defines Doom status bar as a base one. Unless it's compatibility-related, I see little sense in keeping it in SBARINFO.
- Thu Jan 30, 2025 5:19 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38033
- Views: 4641068
Re: [SPRITES] Spriting Carnival!!
Here's a little thingy I made just now.
UPD: Also made additional pain rotations.
UPD: Also made additional pain rotations.
- Wed Jan 29, 2025 9:32 pm
- Forum: Gameplay Mods
- Topic: Smooth Weapons Enhanced [v3.2.1]
- Replies: 339
- Views: 155526
Re: Smooth Weapons Enhanced [v3.2.1]
Should we expect expanded sprites for super shotgun, now that we have access to them?
- Fri Jan 24, 2025 10:18 am
- Forum: Graphic/Audio Patches
- Topic: Additional Rotational Sprites Project
- Replies: 5
- Views: 5392
Re: Additional Rotational Sprites Project
And I thought this was about giving intermediate rotation frames for monsters...
- Thu Nov 28, 2024 12:30 pm
- Forum: Scripting
- Topic: RenderStyle Shadow quiestion
- Replies: 7
- Views: 387
Re: RenderStyle Shadow quiestion
partial invisibility for spectre and blur sphere Actually, you can set it in the hardware renderer options (look for "fuzz style"), but I don't think it allows you to adjust the alpha... I mean, if it allowed for alpha adjustment, I wouldn't create this topic in the first place. I've just thought ...
- Thu Nov 28, 2024 12:53 am
- Forum: Scripting
- Topic: RenderStyle Shadow quiestion
- Replies: 7
- Views: 387
Re: RenderStyle Shadow quiestion
I see. It's kinda annoying that partial invisibility for spectre and blur sphere are regulated separately.
- Tue Nov 26, 2024 6:22 pm
- Forum: Scripting
- Topic: RenderStyle Shadow quiestion
- Replies: 7
- Views: 387
Re: RenderStyle Shadow quiestion
Here is what the wiki says about the RenderStyle property (irrelevant parts omitted, emphasis mine): 'Stencil' - actor is drawn as a single color. Use StencilColor property to set the color to use. Note that internally this sets the actor's renderstyle field to STYLE_Stencil, but if the Alpha value ...
- Fri Nov 22, 2024 10:20 am
- Forum: Scripting
- Topic: RenderStyle Shadow quiestion
- Replies: 7
- Views: 387
RenderStyle Shadow quiestion
This is rather self-explanatory. I want to manipulate the the level of translucency of Shadow renderstyle because it's too opaque for my taste.
- Sat Aug 31, 2024 1:03 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38033
- Views: 4641068
Re: [SPRITES] Spriting Carnival!!
Looks promising. But you might need to distort tubes so that they appear round.
- Tue Aug 27, 2024 9:00 am
- Forum: Scripting
- Topic: [ZSCRIPT] How do I check for a CVar in a RandomSpawner?
- Replies: 5
- Views: 737
Re: [ZSCRIPT] How do I check for a CVar in a RandomSpawner?
Well, it's already there. Sort of.
viewtopic.php?t=79387
viewtopic.php?t=79387
- Mon Aug 26, 2024 9:51 pm
- Forum: Scripting
- Topic: [ZSCRIPT] How do I check for a CVar in a RandomSpawner?
- Replies: 5
- Views: 737
Re: [ZSCRIPT] How do I check for a CVar in a RandomSpawner?
For custom random spawner logic, you need to override the ChooseSpawn method. As for CVARs, they can be referenced directly from ZScript - the functions are there mostly if you need to access the metadata (e.g. value type). NB: Your CVAR must be marked server , or it will break multiplayer. Class ...
- Mon Aug 26, 2024 7:39 pm
- Forum: Scripting
- Topic: ZScript: Randomized monster skins
- Replies: 5
- Views: 598
Re: ZScript: Randomized monster skins
Also, wouldn't it be easier to just spawn variants of monster that are just actors that inherit from their main variant? Nope. In certain cases it's not possible to make "too smooth" animations w/o altering the behavior of the actor if you go with subclassing and even if it is, rearranging all the ...