Search found 204 matches
- Tue Jul 07, 2009 12:43 pm
- Forum: Editing (Archive)
- Topic: A_ZoomFactor
- Replies: 22
- Views: 887
Re: A_ZoomFactor
This could really give some awesome effects for some sci-fi weapons when using higher FOV than the normal. Like, giving that kickback effect have a little 'pulsating' effect if you know what I mean.
- Sun Jul 05, 2009 11:54 am
- Forum: Abandoned/Dead Projects
- Topic: Dungeons & Doom
- Replies: 39
- Views: 3793
Re: Dungeons & Doom
It's a nice idea, but one thing kinda bothered me. You promised that 'all over the screen there will be blood'. That's kinda difficult to do in (mainly) two cases: 1. The game is said to be realistic, meaning that players take realistic damage and weapons work in realistic ways. This means that ...
- Mon Jun 22, 2009 11:58 am
- Forum: General
- Topic: Cool mods people might have missed.
- Replies: 645
- Views: 332533
Re: Cool mods people might have missed.
Batman Doom. Nuff said. I just started playing it and it's friggin awesome.
- Sat Jun 20, 2009 4:21 pm
- Forum: Editing (Archive)
- Topic: Iron Lich whirlwind Shoot
- Replies: 17
- Views: 855
Re: Iron Lich whirlwind Shoot
So, is there still no way to make a projectile pull player towards them? Those Heretic's whirlwinds had that effect, so it should be added to ZDoom too.
- Sat Jun 20, 2009 4:19 pm
- Forum: Editing (Archive)
- Topic: Adolf Hitler sprites
- Replies: 5
- Views: 2018
Re: Adolf Hitler sprites
Holy hell. I've never noticed how damn gruesome that death animation really is 

- Mon Jun 15, 2009 3:52 am
- Forum: General
- Topic: New Monster Weapon Mapping Website!
- Replies: 309
- Views: 15406
Re: New Monster Weapon Mapping Website!
They have either deleted the Axer Minion or I just can't find it. I want to laugh too >:C
- Mon Jun 15, 2009 3:46 am
- Forum: Editing (Archive)
- Topic: Extracting Blood Graphics
- Replies: 9
- Views: 456
Re: Extracting Blood Graphics
ZBlood actually failed at every aspect, because Doom just cannot recreate it's unique style. Plus they didn't use it's palette and recoloured stuff, so I really suggest you just rip the graphics from it's original .ART files. The original Blood's that is.
- Sun Jun 14, 2009 8:18 am
- Forum: General
- Topic: Crowbar sprite?
- Replies: 13
- Views: 1299
Re: Crowbar sprite?
*cough*gordonfreemanhandsakahevsuit
- Sun Jun 07, 2009 1:57 pm
- Forum: Abandoned/Dead Projects
- Topic: (WIP)Perfect Zero Weapons Mod! Beta #1 Released!
- Replies: 54
- Views: 8960
Re: (W.I.P) Perfect Dark Zero Weapons! New Weapon is Here.
No pics, no clicks 

- Thu Jun 04, 2009 6:03 pm
- Forum: Editing (Archive)
- Topic: Darker lines
- Replies: 5
- Views: 360
Darker lines
Aye, I'm back here for more questions. I stumbled upon this weird (possible) rendering bug while drawing a simple random-clicks-here-and-there-to-make-it-look-natural path. http://i173.photobucket.com/albums/w50/Hasuak/Screenshot_Doom_20090605_025135.png As you can see, the long wall and that ...
- Tue Mar 17, 2009 4:20 pm
- Forum: Abandoned/Dead Projects
- Topic: [Contest] The Beast 2009 - Results Up!
- Replies: 344
- Views: 25353
Re: [Contest] The Beast 2009 - Compete Now! Deadline 20th April
Might as well start making one. I've lost all motivation for Bloodfeast and this would really get me back on track.
- Thu Mar 05, 2009 10:16 am
- Forum: Editing (Archive)
- Topic: Pine Trees
- Replies: 10
- Views: 661
Re: Pine Trees
ZDoom doesn't support models. GZDoom does.Captain Proof wrote:Edit:Oh and what program do I need to implement models into zdoom?
- Thu Feb 19, 2009 3:33 pm
- Forum: Editing (Archive)
- Topic: glowing flats in gzdoom
- Replies: 12
- Views: 2811
Re: glowing flats in gzdoom
Hm, I can't seem to get my own textures to work. They are normal bmp flats and quite brightly coloured. Original Doom textures still work :I
- Thu Feb 19, 2009 3:07 pm
- Forum: Editing (Archive)
- Topic: glowing flats in gzdoom
- Replies: 12
- Views: 2811
Re: glowing flats in gzdoom
Holy monstrosities, this must be added into Wiki. I've been searching for this quite a long time. Gotta test if this works with PNG's. These commands are added into GLDEFS or ACS?
- Mon Feb 16, 2009 6:40 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: player.viewbop for custom PlayerPawn
- Replies: 22
- Views: 1977
Re: player.viewbop for custom PlayerPawn
Which is completely fucking stupid.Medricel wrote:But yeah, I think the best you're going to get without modifying players' configs is a suggestion to players to alter thier movebob value in your .txt file.