Search found 20 matches

by GuestI
Tue Dec 02, 2008 7:25 am
Forum: Abandoned/Dead Projects
Topic: True Action : Personal Edition v2.19
Replies: 25
Views: 5243

Re: True Action : Personal Edition v2.19

przndoom wrote:where did you get the TNT bomb sprites..it looks familiar :D
Blood
przndoom wrote:good job btw
:cheers:
by GuestI
Sat Nov 29, 2008 1:03 pm
Forum: Abandoned/Dead Projects
Topic: True Action : Personal Edition v2.19
Replies: 25
Views: 5243

Re: True Action : Personal Edition v2.19

Brief changelist: - unused weapons were removed - Particle fire effects (candles, torches ect both in Doom & Heretic) - JDOOM modelpacks for Doom & Heretic were used (i was take only items and some decorations - they look good enough) - Terrain lists for Heretic & Hexen - New Hexen support: this ...
by GuestI
Wed May 28, 2008 11:03 am
Forum: Closed Bugs [GZDoom]
Topic: Copmatibility Error
Replies: 1
Views: 326

Copmatibility Error

it was found the "rightscroll" vanilla trick doesn't work in Zdoom.

Here is the example:
http://www.doomworld.com/idgames/index.php?id=12487

It works in zdoom 1.22 and doesn't in Zdoom 1.23b33 and higher
by GuestI
Wed Apr 02, 2008 3:01 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: mirror weapon graphic
Replies: 11
Views: 779

Re: mirror weapon graphic

There is a better suggession - FRAMEINFO
Something like that
Framename = (picname, X offset, Y offset, horisontal flip Flag, vertical flip Flag)
or
Framename = framename1 + framename2 // if there is a necessity to make an "applique"
by GuestI
Sun Mar 30, 2008 3:34 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: A_SpawnItemInheritDeafness
Replies: 22
Views: 1155

Re: A_SpawnItemInheritDeafness

SXF is correct - and the value is 256 now. I have to say this solution not good at all, because there is no possibility to use SXF_TRANSFERAMBUSHFLAG and SXF_NOCHECKPOSITION flags simultaneously. This is an issue with most moster or weapon mods that have random monsters in vanilla maps. SXF ...
by GuestI
Mon Dec 17, 2007 10:43 am
Forum: Abandoned/Dead Projects
Topic: True Action : Personal Edition v2.19
Replies: 25
Views: 5243

Re: True Action : Personal Edition v2.02

New version (2.11b).

http://www.filefactory.com/file/076593/

Chsnges:

- A big bunch jf improvemennts for the better gameplay (for instance pistols makes more damage at short range)
- footstep sounds are differ for the different floors. Terrain list and sounds were taken from ww-stranger.wad
by GuestI
Mon Dec 03, 2007 2:41 pm
Forum: Gameplay Mods
Topic: WWHC-Diaz + (NEW!) The VR Missions (help wanted!)
Replies: 461
Views: 50176

Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

As for the pain effect... ::ahem:: Cool :D ...and more thoughts: -Launch offset of Neutralizer's projectiles is incorrect. Obviously it was chosen so it's look like they fly out directly from weapon, but in reality they starts to the right of the player. In narrow tunnels or just when the player ...
by GuestI
Fri Nov 30, 2007 2:01 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Game Filter for player classes
Replies: 3
Views: 286

Game Filter for player classes

If mod contains several player classes for different games (Doom, Heretic ect), they all are offered to choose at start inspite of what game is run. This is pointless and annoing.

And what about the possibility of separate weaponslot definition for different games?
by GuestI
Fri Nov 30, 2007 1:20 pm
Forum: Gameplay Mods
Topic: WWHC-Diaz + (NEW!) The VR Missions (help wanted!)
Replies: 461
Views: 50176

Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Here is severeal thoughts: - Hand attack under new berserk is almost useless because it's too slow. I even waited until the effect gone before start melee. May be it will be better make hand attack under berserk not more deadly, but more faster? - I like pain effects and weapon recoil, this is ...
by GuestI
Fri Nov 30, 2007 12:33 pm
Forum: Abandoned/Dead Projects
Topic: True Action : Personal Edition v2.19
Replies: 25
Views: 5243

Re: True Action : Personal Edition v2.02

That said, a bug: if you type idfa you get the broken rifle and can't pick up a good one. And it turns out all Hexen's playerclasses are actually taller (64) than Doom's (56). It seems you tested "Hexen" player classes in Doom. They are not intended to run in Doom at all... As to rifle it's not a ...
by GuestI
Mon Nov 26, 2007 11:41 am
Forum: Abandoned/Dead Projects
Topic: True Action : Personal Edition v2.19
Replies: 25
Views: 5243

Re: True Action : Personal Edition v2.02

- Looking at the playerpawn I think the footsteps problem can be solved if you explicitly specify all the states. Right now if the player goes into one of the vanilla doomguy states, at the end of it the code reaches a "goto" line and the state that the playerpawn goes to is the parent actor's ...
by GuestI
Sun Nov 25, 2007 12:06 pm
Forum: Abandoned/Dead Projects
Topic: True Action : Personal Edition v2.19
Replies: 25
Views: 5243

Re: True Action : Personal Edition v2.02

Ok, it's a time for a new version (2.10b). I don't remember all changes, but still try to list them: - Absolutely new pistol sprites. - Pistol AltFire switches to the secondary attack (it much more presize, but also much more slower) - M16 is removed. Instead it rifle is added on slot 0 (it makes a ...
by GuestI
Tue Oct 02, 2007 7:20 pm
Forum: Abandoned/Dead Projects
Topic: True Action : Personal Edition v2.19
Replies: 25
Views: 5243

True Action : Personal Edition v2.19

http://rapidshare.com/files/59865086/TA_pe202b.zip.html This is a weapon/monster mod. Most of weapons and monsters are well-known and "over-used" in many wads and mods. Sorry :oops: What is new? Firs of all, i add the possibility of customization of gameplay. There are several "inventory" items in ...
by GuestI
Thu Jun 07, 2007 9:45 am
Forum: Levels
Topic: [Project] "Knee-Deep in ZDoom"
Replies: 5267
Views: 413646

How to open the secret area with the switch opening the way to the secret level (z1m3) ?

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