Search found 219 matches
- Mon Feb 06, 2023 12:27 pm
- Forum: Closed Feature Suggestions [Raze]
- Topic: Option like "Duketalk" for Shadow Warrior
- Replies: 1
- Views: 3167
Option like "Duketalk" for Shadow Warrior
In DN3D, there is an option called "Duketalk" that allows you to play without hearing Duke's comments. Could such an option be implemented for Shadow Warrior?
- Sun Oct 16, 2022 9:59 am
- Forum: Script Library
- Topic: ZDoom-Templated (map randomized at runtime from prefabs)
- Replies: 6
- Views: 4860
Re: ZDoom-Templated (map randomized at runtime from prefabs)
This is really cool! I wanted to mention that I've noticed a few limitations with the static portals in this script that aren't usually a problem with static portals - reflective floors have visual glitches, dynamic lights don't pass through the portals, and I've seen the tops of some midtextured ...
- Sun Jan 08, 2017 9:42 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 589031
Re: GZDoom Builder 2.3
I'm interested in playing with the new terrain import feature, but I have no idea how to work with the OBJ format. Is there any simple way to convert a grayscale heightmap image to an OBJ, or are there any plans to allow the importing of heightmap images?
- Thu Dec 15, 2016 1:12 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Quest for Glory IV 3D (GZDoom Hexen mod) v0.1b WIP
- Replies: 29
- Views: 12615
Re: Quest for Glory IV 3D (ZDoom Hexen mod) WIP
QFG4 is one of my favorite games, and I'm surprised by how well you've translated its environments! Nice work.
- Mon Dec 12, 2016 11:44 am
- Forum: General
- Topic: Hexen gameplay mods
- Replies: 2
- Views: 882
Re: Hexen gameplay mods
Thanks! I'm looking forward to playing Serpent: Resurrection after I finish Hexen.
- Sun Dec 11, 2016 10:58 am
- Forum: General
- Topic: Hexen gameplay mods
- Replies: 2
- Views: 882
Hexen gameplay mods
Are there any Hexen gameplay mods that incorporate enemies/weapons/items from Heretic (and/or Shadowcaster, I suppose) into the game? It's been ages since I played Hexen but I remember disliking how few weapons were available. Any other gameplay mod recommendations would also be appreciated.
- Mon Mar 28, 2016 11:12 am
- Forum: Graphic/Audio Patches
- Topic: [HUD] SBAR+ 1.2
- Replies: 40
- Views: 13908
Re: [HUD] SBAR+ 1.2 (now with skins! and some other stuff)
Thanks for the great HUD. Have you considered displaying the current level number and name? There's a lot of room on the left. You could also display a log of recent messages, similar to the way the alpha HUD worked (if ZDoom allows such a thing).
- Tue Mar 01, 2016 8:47 am
- Forum: Requests
- Topic: [REQUEST] Goldeneye 007 sprites (Any will do)
- Replies: 6
- Views: 1136
Re: [REQUEST] Goldeneye 007 sprites (Any will do)
There was a really impressive Goldeneye mod for Skulltag, much better than the earlier TC. I don't know what happened to it, unfortunately.
Edit: I can't find a working download, but there are videos on YouTube: https://www.youtube.com/watch?v=U1pOoE8sgo0
Edit: I can't find a working download, but there are videos on YouTube: https://www.youtube.com/watch?v=U1pOoE8sgo0
- Tue Feb 16, 2016 4:56 pm
- Forum: Editing (Archive)
- Topic: Shrinking the player to make the max. map size seem bigger?
- Replies: 16
- Views: 1485
Re: Shrinking the player to make the max. map size seem bigg
I hadn't thought about LOD. So, as is, to make a large open world that runs at playable speeds it is probably necessary to either block player site or minimize detail. Does ZDoom's fog help with this, or does the game keep "rendering" everything, just in the fog's color?
- Tue Feb 16, 2016 12:23 pm
- Forum: Editing (Archive)
- Topic: Shrinking the player to make the max. map size seem bigger?
- Replies: 16
- Views: 1485
Re: Shrinking the player to make the max. map size seem bigg
No problem! How do you handle the large open-world environments in your current project? Is it hub-based?
- Tue Feb 16, 2016 12:09 pm
- Forum: Editing (Archive)
- Topic: Shrinking the player to make the max. map size seem bigger?
- Replies: 16
- Views: 1485
Re: Shrinking the player to make the max. map size seem bigg
Thanks for the responses! I hadn't considered the need to change gravity. I may do some tests to see how much you can reduce the player before the "resolution" issues kodi mentioned become bothersome. Nash, could you reupload that Tamriel map? I'm curious to see it.
- Mon Feb 15, 2016 5:40 pm
- Forum: Editing (Archive)
- Topic: Shrinking the player to make the max. map size seem bigger?
- Replies: 16
- Views: 1485
Shrinking the player to make the max. map size seem bigger?
I don't know much about editing and have been wondering about this recently. Doom's maximum map size is too small for many of the open-world projects I see people discussing here lately. Would it be possible to make the maximum map size seem larger by reducing the player camera height, hitbox, and ...
- Mon Feb 08, 2016 6:27 pm
- Forum: Requests
- Topic: [Request] Can someone make this into a gun?
- Replies: 46
- Views: 4293
Re: [Request] Can someone make this into a gun?
There is also this fake screenshot from Aftershock Toolbox to complete the arsenal:


- Thu Jul 09, 2015 10:36 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 894345
Re: The "How do I..." Thread
I'm trying to replace MIDGRATE with a hi-res PNG with transparency, but the replacement doesn't show up in-game. All the other textures I've done hi-res versions of show up just fine, but none of them have transparent parts. Do I need to do something different for textures with transparent areas?
- Sun Jan 04, 2015 11:00 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38034
- Views: 4642607
Re: [SPRITES] Spriting Carnival!!
That would be a great maulotaur replacement for Blasphemer.raymoohawk wrote:trying to design more armoured monsters
it looks boring in graey, but ill add some colors later