Search found 38 matches

by 00face
Fri Feb 25, 2022 4:49 pm
Forum: Script Library
Topic: Boids: natural flight movement and behavior
Replies: 40
Views: 25051

Re: Boids: natural flight movement and behavior

Yeah, I know I'm being that guy like "could you just" but I am excited to see this put to use in Doom.
by 00face
Wed Feb 16, 2022 4:44 pm
Forum: Graphic/Audio Patches
Topic: Hexen Facelift NEW VERSION 17.2.22
Replies: 51
Views: 25420

Re: Hexen Facelift (UPDATE 14.1 22) TEST VERSION !!!

Have you tried to do any of the facelifting in Inkscape or Illustrator? Some of the fine lines you are looking for can be done there. And, as I find myself constantly find myself reminding other ID heads who do art, they used real objects, then edited them often. So don't be afraid to take something ...
by 00face
Wed Feb 16, 2022 4:31 pm
Forum: Script Library
Topic: Boids: natural flight movement and behavior
Replies: 40
Views: 25051

Re: Boids: natural flight movement and behavior

Okay, now for a practical request. Can you bind this behavior to the lost souls that come out of the Pain Elemental? As in, swarming in defense, attacking, and frenzy (no Pain Elemental around). Thank you so much for your impressive work so far.
by 00face
Wed Feb 16, 2022 4:26 pm
Forum: Requests
Topic: GZDoom Menu Compatibility Mod for Zandronum
Replies: 2
Views: 529

Re: GZDoom Menu Compatibility Mod for Zandronum

Thank you.
by 00face
Sun Feb 13, 2022 12:14 pm
Forum: Gameplay Mods
Topic: Endless - Battle [v0.1]
Replies: 12
Views: 8018

Re: Endless - Battle [v0.1]

I am head over heels with this mod. But for some reason, I will not respawn when this is set during deathmatch, which is how I want to use this.
by 00face
Sat Feb 12, 2022 6:53 pm
Forum: Requests
Topic: GZDoom Menu Compatibility Mod for Zandronum
Replies: 2
Views: 529

GZDoom Menu Compatibility Mod for Zandronum

There are so many mods that are not compatible with Zandro, only because of the add menu function. Would it be possible for someone to make a patch/compatibility mod for this?
by 00face
Wed Jan 19, 2022 7:45 pm
Forum: Gameplay Mods
Topic: [minimod][v0.3.1] Warm Reception
Replies: 18
Views: 15812

Re: [minimod][v0.3] Warm Reception

Darn, I just want a mod that makes all the monsters active on map start. Maybe one day Zandro will update
by 00face
Tue Jan 18, 2022 5:37 pm
Forum: Gameplay Mods
Topic: [minimod][v0.3.1] Warm Reception
Replies: 18
Views: 15812

Re: [minimod][v0.3] Warm Reception

I looked all over trying to find a mod like this. Would it be possible to make this Zandro functional?
by 00face
Tue Jan 18, 2022 2:30 pm
Forum: Graphic/Audio Patches
Topic: Make IDKFA Wolfenstein Again (Uncensored BFG, Censored Doom)
Replies: 19
Views: 18264

Re: Make IDKFA Wolfenstein Again (Uncensored BFG, Censored D

Thank you for making Doom great again, by making killing the evilest army more accessible. :3:
by 00face
Sun Jan 02, 2022 6:03 pm
Forum: Requests
Topic: Teapot model?
Replies: 12
Views: 9467

Re: Teapot model?

Does anyone have a low-poly model of a teapot? I mean a ceramic teapot for making tea in, not a kettle (I only specify because I have found a few kettles misnamed as teapots). I have found one good one but it is far too high poly for use in game. Thanks. Well first, some history. One of the best ...
by 00face
Sat Jan 01, 2022 12:15 pm
Forum: Requests
Topic: [ACS] Halo 2 Style Shield (Zandronum Compatibility)
Replies: 0
Views: 1143

[ACS] Halo 2 Style Shield (Zandronum Compatibility)

Happy New Year :P Could someone make a Halo 2 style shield: that works with Zandronum multiplayer, please. * Energy shields begin regenerating 4.25 seconds after last being hit and take 1.75 seconds to fully recharge from a total drain. * Shouldn't mess with the armor system at all. * Small vertical ...
by 00face
Sat Jan 01, 2022 12:05 pm
Forum: Requests
Topic: [ACS] Hot Foot Degeneration
Replies: 7
Views: 4064

Re: [ACS] Hot Foot Degeneration

Jarewill wrote:That's odd.
You might have to edit the MENUDEF (or remove it) to make it work.
Though it should work as it is.
Maybe you are using an older version of GZDoom?
Would removing that make it work for Zandronum?
by 00face
Thu Dec 23, 2021 11:30 pm
Forum: Graphic/Audio Patches
Topic: Yamaha Overdrive / ZDTMH
Replies: 30
Views: 25993

Re: Yamaha Overdrive (Beta) / New update!

Thank you so much. So many cool things happening lately in the classic Doom arena.
by 00face
Thu Dec 23, 2021 11:26 pm
Forum: TCs, Full Games, and Other Projects
Topic: Consolation Prize: Console TCs for Gameplay Mods (p11 N64up)
Replies: 177
Views: 127388

Re: Consolation Prize: Console TCs for Gameplay Mods (p11 N6

So many Doomers are greedy, selfish, or downright dicks. But then, you got guys like you who are true heroes. Thank you so very much, I literally hoped someone with the know-how, would do this soon. :3:
by 00face
Thu Dec 23, 2021 11:24 pm
Forum: Gameplay Mods
Topic: DarkDoomZ v1.10 [idgames]
Replies: 152
Views: 115183

Re: DarkDoomZ [Finished] [LAST CALL]

Not sure what you mean by assumptions based on the level, I said that it would be applied randomly. The mod itself changes the tone of levels already.

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