Search found 204 matches

by Hasuak
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.
by Hasuak
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 ...
by Hasuak
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.
by Hasuak
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.
by Hasuak
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 :twisted:
by Hasuak
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
by Hasuak
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.
by Hasuak
Sun Jun 14, 2009 8:18 am
Forum: General
Topic: Crowbar sprite?
Replies: 13
Views: 1299

Re: Crowbar sprite?

*cough*gordonfreemanhandsakahevsuit
by Hasuak
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 ...
by Hasuak
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.
by Hasuak
Thu Mar 05, 2009 10:16 am
Forum: Editing (Archive)
Topic: Pine Trees
Replies: 10
Views: 661

Re: Pine Trees

Captain Proof wrote:Edit:Oh and what program do I need to implement models into zdoom?
ZDoom doesn't support models. GZDoom does.
by Hasuak
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
by Hasuak
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?
by Hasuak
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

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.
Which is completely fucking stupid.

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