Search found 831 matches
- Sat Sep 13, 2025 6:28 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: TDRR's pile of scraps
- Replies: 0
- Views: 239
TDRR's pile of scraps
Bunch of (largely singleplayer) mods (sometimes TCs) I made for Zandronum (they may or may not work in GZDoom) I stopped working on very long ago (for some, like 5 years ago!) that hadn't ever seen the light of day. I'm most likely not doing anything with them ever again but I figured I might as ...
- Sun Aug 24, 2025 6:59 pm
- Forum: Gameplay Mods
- Topic: Herexen v1.0 [Heretic x Hexen in Vanilla Doom]
- Replies: 1
- Views: 890
Re: Herexen v1.0 [Heretic x Hexen in Vanilla Doom]
Update mostly for minor balance changes and ZDoom fixes, plus a major crash fix. Whoops. Fixed crashes on maps with Wolfenstein SS and Commander Keen (I freed their states but forgot to replace them). Buffed the golems, up to 50 health for the golem and 60 for the nitrogolem. You now start with 30 ...
- Tue Jul 29, 2025 10:10 pm
- Forum: Gameplay Mods
- Topic: Herexen v1.0 [Heretic x Hexen in Vanilla Doom]
- Replies: 1
- Views: 890
Herexen v1.0 [Heretic x Hexen in Vanilla Doom]
A (fully vanilla Doom-compatible) Heretic + Hexen crossover project, putting lots of weapons and monsters from those games (and some customs) into Doom. Some creative liberties were taken due to limitations. Fully compatible with Doom 1 as well! Making use of Fraggle's limited palette hack means the ...
- Wed Jul 23, 2025 1:11 pm
- Forum: Gameplay Mods
- Topic: Supreme Invasion - Universal! v8 (7/23/2025)
- Replies: 61
- Views: 24808
Re: Supreme Invasion - Universal! v8 (7/23/2025)
Been nearly 4 years, huh. Anyway, new update, and it's a full overhaul. Go check it out! Some more details in the OP of course.
Designed for Zandronum, but it might work in GZDoom since I didn't use any Zandro-exclusive features. No guarantees, though.
Designed for Zandronum, but it might work in GZDoom since I didn't use any Zandro-exclusive features. No guarantees, though.
- Thu Jul 17, 2025 9:48 pm
- Forum: Gameplay Mods
- Topic: TDBots Mk2 - v1 (11/05/2022) (Dead)
- Replies: 250
- Views: 100657
Re: TDBots Mk2 - v1 (11/05/2022) (Dead)
<r>NO LONGER ACTIVELY MAINTAINED<br/> I won't be releasing any more updates myself, however the Github repository is available for anyone that wants to fork and continue development: <URL url="https://github.com/TDRRmk2/tdbots/tree/main">https://github.com/TDRRmk2/tdbots/tree/main</URL><br/> This ...
- Tue May 06, 2025 5:40 pm
- Forum: Creation, Conversion, and Editing
- Topic: zt-bcc: Maintained BCC fork - v0.10.0 alpha 5
- Replies: 10
- Views: 7148
Re: zt-bcc: Maintained BCC fork - v0.10.0 alpha 6
And back to our regularly scheduled "mostly fixes" releases :p zt-bcc might be entering a feature freeze phase, where I'll mostly only fix bugs and add very minor new features. Not many more features to add and there's a ton of bugs to be fixed so we can finally get another stable release. * Added ...
- Sat Mar 08, 2025 7:36 pm
- Forum: Creation, Conversion, and Editing
- Topic: zt-bcc: Maintained BCC fork - v0.10.0 alpha 5
- Replies: 10
- Views: 7148
Re: zt-bcc: Maintained BCC fork - v0.10.0 alpha 5
Two updates I forgot to post here. Another release dedicated primarily to fixes, but there's also a new feature. Sorry for the rather unstable code I churned out earlier. -Added #pragma pointer_space. Allows defining a default address space for pointers/references (ex: #pragma pointer_space global ...
- Tue Feb 04, 2025 5:56 pm
- Forum: Creation, Conversion, and Editing
- Topic: zt-bcc: Maintained BCC fork - v0.10.0 alpha 5
- Replies: 10
- Views: 7148
Re: zt-bcc: Maintained BCC fork - v0.10.0 alpha 3
A quick fix release. Better late than never.
Fixed broken module-scope struct/array reference type checking (Basically, & references were completely unusable unless they pointed to world/global space, as the equality check would always fail).
Fixed broken module-scope struct/array reference type checking (Basically, & references were completely unusable unless they pointed to world/global space, as the equality check would always fail).
- Thu Dec 05, 2024 2:29 pm
- Forum: Creation, Conversion, and Editing
- Topic: zt-bcc: Maintained BCC fork - v0.10.0 alpha 5
- Replies: 10
- Views: 7148
Re: zt-bcc: Maintained BCC fork - v0.10.0 alpha 2
It's alright. That's something that over the years I've come to realize is, unfortunately, quite common.
- Wed Dec 04, 2024 9:40 pm
- Forum: Creation, Conversion, and Editing
- Topic: zt-bcc: Maintained BCC fork - v0.10.0 alpha 5
- Replies: 10
- Views: 7148
Re: zt-bcc: Maintained BCC fork - v0.10.0 alpha 2
I have to say this is incredibly cool 8-) :thumb: But I think the lack of replies is probably because its too advanced for most people to use; for everything but map manipulation we have ZScript and there's a lot of that which you can do with ZScript, especially as you can now create your own ...
- Mon Dec 02, 2024 2:56 pm
- Forum: Creation, Conversion, and Editing
- Topic: zt-bcc: Maintained BCC fork - v0.10.0 alpha 5
- Replies: 10
- Views: 7148
Re: zt-bcc: Maintained BCC fork - v0.10.0 alpha 2
Another alpha release. This has a very big focus on references/pointers and brings zt-bcc more up to par with GDCC in that aspect, including great benefits like using world/global arrays for dynamic memory allocation, interoperability with modules using pointers written with GDCC and more ...
- Thu Nov 14, 2024 2:20 pm
- Forum: Scripting
- Topic: String from ACS to DECORATE?
- Replies: 5
- Views: 395
Re: String from ACS to DECORATE?
It's a state literally called "held". It's run every tic you have the item. Like Pickup/Use on CustomInventory but instead run every tic an actor has said item.
- Wed Nov 13, 2024 1:34 pm
- Forum: Scripting
- Topic: String from ACS to DECORATE?
- Replies: 5
- Views: 395
Re: String from ACS to DECORATE?
This is kind of an evil hack, but the Held state (which I believe is also available on the Weapon class) allows you to call action functions on the weapon/item. You could maybe wrangle that in some way to use SetActorState on the weapon. The challenge here is that in this context, you don't have ...
- Wed Nov 13, 2024 1:15 pm
- Forum: Scripting
- Topic: String from ACS to DECORATE?
- Replies: 5
- Views: 395
Re: String from ACS to DECORATE?
No, this isn't possible (you can't really return a string from ACS to DECORATE, nor can you even pass in a dynamic value to A_Jump's target). You can just use SetActorState to achieve the same effect, though.
- Wed Nov 13, 2024 10:51 am
- Forum: Creation, Conversion, and Editing
- Topic: zt-bcc: Maintained BCC fork - v0.10.0 alpha 5
- Replies: 10
- Views: 7148
Re: zt-bcc: Maintained BCC fork - v0.10.0 alpha 1
An alpha release. I still intend to do more with this before a full release, but here's a preview of the changes so far. Changelog: -Added libbcs.bcs. Currently provides malloc/realloc/free, dynamic array and C-style printf functions. -Added zcommon.acs, which simply imports zcommon.bcs. -Nullable ...