Search found 219 matches

by janiform
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?
by janiform
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 ...
by janiform
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?
by janiform
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.
by janiform
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.
by janiform
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.
by janiform
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).
by janiform
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
by janiform
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?
by janiform
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?
by janiform
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.
by janiform
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 ...
by janiform
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:

Image
by janiform
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?
by janiform
Sun Jan 04, 2015 11:00 am
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38034
Views: 4642607

Re: [SPRITES] Spriting Carnival!!

raymoohawk wrote:trying to design more armoured monsters

Image

it looks boring in graey, but ill add some colors later
That would be a great maulotaur replacement for Blasphemer.

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