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by XutaWoo
Thu Sep 04, 2014 2:57 am
Forum: Editing (Archive)
Topic: Isn't A_SetSolid deprecated?
Replies: 8
Views: 525

Re: Isn't A_SetSolid deprecated?

fellowzdoomer wrote:Hey zcajun bots helped me by making me do a long jump!

In all seriousness,maybe replace zcajun with zandronum or smarter bots?
I would vote for smarter ones, since Zand bots are dumber than zcajun ones in some regards.
by XutaWoo
Thu Sep 04, 2014 2:56 am
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 37931
Views: 4051910

Re: [SPRITES] Spriting Carnival!!

Yeah, I know you could do it way back when, too. I meant I myself probably didn't know that back then. :P
by XutaWoo
Wed Sep 03, 2014 8:52 pm
Forum: Editing (Archive)
Topic: ZDoom and Vanilla Doom stealth monsters
Replies: 6
Views: 580

Re: ZDoom and Vanilla Doom stealth monsters

To answer the question in a way that makes the most sense to you, no. Stealth monsters will count as invalid things. I'm not sure what that means in vanilla, but I'm pretty sure it'd just not spawn anything at all. Also, what Caligari_87 said isn't true. While you might be able to play the map in va...
by XutaWoo
Wed Sep 03, 2014 8:46 pm
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 37931
Views: 4051910

Re: [SPRITES] Spriting Carnival!!

Not in the slightest.

Heck, I did something similar in a Heretic mod I never released. The weapons would play special animation if you had them selected when you started a level. I'm not sure if I used ACS for that or not, but nowadays I know you could do that without any.
by XutaWoo
Thu Aug 21, 2014 11:02 pm
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30854
Views: 1862978

Re: The WIP Thread

In addition to user1, user2, user3, user4 ...

Keys that could easily be bound to many other things due to other mods using them, and potentially not in any way comfortable to your's.
by XutaWoo
Tue Aug 19, 2014 1:50 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Speed DECORATE expression + A_SetSpeed
Replies: 3
Views: 715

Re: Speed DECORATE expression + A_SetSpeed

Not sure why you'd recommend using it on players, dynamically changing player Speed is extremely useful. Probably because this changes the base speed parameter only, while something like SetActorProperty or the speed power-ups changes a speed multiplier when applied to player. Thus, it's not recomm...
by XutaWoo
Mon Aug 18, 2014 11:02 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Kill ratio option for respawning monsters
Replies: 3
Views: 614

Re: Kill ratio option for respawning monsters

ZDoom isn't designed for this. It has too many features that aren't restrained to the limits of what vanilla allows. What do you do with monsters that are spawned by scripts? How do you deal with monsters that are spawned by other actors? Presumably, they get treated the same as respawned monsters ...
by XutaWoo
Sat Aug 09, 2014 10:11 pm
Forum: General
Topic: Map identification help please
Replies: 4
Views: 475

Re: Map identification help please

I have to say, those screenshots remind me a bit of the old Skulltag stock maps. Perhaps one was used as the inspiration for another?
by XutaWoo
Mon Aug 04, 2014 10:20 am
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30854
Views: 1862978

Re: The WIP Thread

terranova wrote:What's wrong with the healthbar, exactly? Is it too clashy with the rest of the HUD?
The problem is that this is the first clue that I've had that it was a health bar. I thought it was "progress to next rank" or something.
by XutaWoo
Fri Aug 01, 2014 2:04 pm
Forum: Gameplay Mods
Topic: Doomvengers: Earth's Weirdest Heroes (v1.4 10/23/2021)
Replies: 397
Views: 58449

Re: Doomvengers: Earth's Weirdest Heroes (Dev update) 8/1/14

Actually, I'm perfectly fine with you integrating Supes into the wad. I don't recall ever being against that, actually, but if I was then that was probably because I was dumber when I was young.
by XutaWoo
Wed Jul 30, 2014 11:27 pm
Forum: Editing (Archive)
Topic: Z-Kart discussion
Replies: 518
Views: 28177

Re: Z-Kart discussion

I think I'd prefer seeing what your Baron of Hell would like like given a slightly bigger head - kind of in-between its current one and idGamer's Knight - but either way I definitely prefer your's be used as a base for the Knight rather than the other wya around. Or just skip the 2 Knight and have t...
by XutaWoo
Wed Jul 30, 2014 2:47 am
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30854
Views: 1862978

Re: The WIP Thread

Captain Ventris wrote:Just realized that in Doomvengers: Legion of Noobs, the Mancs don't always all spawn on Map07, but when you kill the ones that do spawn, the map works fine. Huh.
ohboyohboyohboy

Also that's because it doesn't check for x amount of y to die, just for a y to die when it is the last one alive.
by XutaWoo
Sat Jul 26, 2014 11:42 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: +CHECKMULTIPLAYERSPAWN (or perhaps something else)
Replies: 11
Views: 1257

Re: +CHECKMULTIPLAYERSPAWN (or perhaps something else)

Ideally I think all actor classifications like that should be determined not by inheritance, like most of Inventory, but by actor flags, like monsters and big powerups.
by XutaWoo
Wed Jul 23, 2014 10:58 pm
Forum: Resources
Topic: doom 64 female monsters and other stuff [WIP]
Replies: 71
Views: 28403

Re: doom 64 female monsters [WIP]

The quality's good on the D64 stuff, but I've never been fond of this way of feminizing clearly non-human things. I don't quite understand what use mammaries have on demons, but given what they are udders and nipple rows would make more sense, since they're not really based on primates. If the human...
by XutaWoo
Tue Jul 22, 2014 12:48 pm
Forum: Editing (Archive)
Topic: Z-Kart discussion
Replies: 518
Views: 28177

Re: Z-Kart discussion

You know, thinking about it, should we really be making maps based off the vanilla DOOM levels if flats are going to be assigned arbitrary friction values? They really seem like they hold a lot of importance in making the maps recognizable, especially since the player would probably ignore most wall...

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