Search found 11 matches
- Sun Feb 27, 2022 9:42 am
- Forum: Assets (and other stuff)
- Topic: Acceptable symbols for sprite names?
- Replies: 8
- Views: 1694
Re: Acceptable symbols for sprite names?
I tested the DECORATE file for any acceptable sprite names. You are only allowed a singular case of letters and numerals for the first 4 symbols. 36 in total. Any sort of ascii symbol that is other than the accepted symbols described above will incur an error that displays "Sprite names must be ...
- Thu Aug 13, 2020 6:03 am
- Forum: Assets (and other stuff)
- Topic: Acceptable symbols for sprite names?
- Replies: 8
- Views: 1694
Acceptable symbols for sprite names?
I know for sure that decorate accepts the alphabet and numerals, but since it also accepts things like * and !, i want to know just how many symbols can be registered into DECORATE/Zscript classing. I Assume that if it does ultilize the ASCII format, then we're likely dealing with 255 symbols ...
- Thu Jul 09, 2020 12:48 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
- Replies: 484
- Views: 159391
Re: [WIP] Reelism 2
can't wait to see what new twists and turns you'll bring to the table with reelism 2. Will i be fighting ghouls in a failed circus with only weapons that only nerf my opponents? Bizarre knockoff monsters brought at some thrift store to threaten my ammo stocks of bullet hell rifles? How about being ...
- Fri Jun 05, 2020 9:45 am
- Forum: Levels
- Topic: [WIP] Doom 2 - Re-Build-t [updated 4-12-2020]
- Replies: 102
- Views: 93958
Re: [WIP] Doom 2 - Re-Build-t [updated 4-12-2020]
I cant wait to see how you will interpet some of the more abstract designed maps like Tricks n Traps and Barrels of fun
- Thu Jun 04, 2020 3:39 am
- Forum: Gameplay Mods
- Topic: BorderDoom: Doom + Borderlands gameplay (update 1.2)
- Replies: 157
- Views: 70927
Re: BorderDoom: Doom + Borderlands gameplay (update 1.1)
Same problem with the closedown, although this time its messing with a UDMF map i just made to test this mod. I can say for sure that the problem itself has to do with the ACS script clashing against the Level's ACS script. I tried different numbers but it seems like it just doesnt want any type of ...
- Sun Oct 27, 2019 3:54 pm
- Forum: Assets (and other stuff)
- Topic: Shader Help Thread
- Replies: 67
- Views: 68625
Re: Shader Help Thread
Is there a possibe way to have "shaders" encased in a texture?
Say I wanted to have this foggy glass texture that when viewed through blurs part of the screen to give the illusion that its affecting all them light beams and stuff.
Say I wanted to have this foggy glass texture that when viewed through blurs part of the screen to give the illusion that its affecting all them light beams and stuff.
- Wed May 22, 2019 6:57 am
- Forum: General
- Topic: Daggerfall WADs for Doom?
- Replies: 8
- Views: 2541
Re: Daggerfall WADs for Doom?
Not exactly Daggerfall but I tried to recreate the scale of Daggerfall in a Doom map. It's basically a huge map that takes up all 65k of the Doom map space, then scales the player down 16 times. I litter the world with about 70k trees, and the trees spawn and de-spawn as needed. Not too optimized ...
- Sat Aug 25, 2018 3:06 am
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1199
- Views: 445590
Re: [2.4] FINAL DOOMER +
I was playing this mod for quite long time, and I realized there is almost no reason to use Plutonia shotgun over Revolver. Revolver has quite high DPS for starting weapon and this weapon is quite accurate. Also, it has unlimited ammo and reloading is very quick. And Plutonia shotgun has actually ...
- Sun Aug 19, 2018 6:19 am
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1199
- Views: 445590
Re: [2.4] FINAL DOOMER +
Hyped for version 3.0 since I saw the changelog. Whitemare spells good news.
- Sat Jul 07, 2018 1:22 pm
- Forum: Levels
- Topic: The Joel shrine
- Replies: 2
- Views: 1116
Re: The Joel shrine
Its a good start on getting used to custom textures. Once you feel comfortable on using textures, you could start trying out ANIMDEFS. ANIMDEFS are basically configurations for textures to give them WACKY EFFECTS to enhance them such as animating your textures and have them used as camera screens.
- Sat Jul 07, 2018 12:26 pm
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1199
- Views: 445590
Re: [2.4] FINAL DOOMER +
I was looking in your doom DECORATE files for who you achieved your combo fists and knive quirk in TNT and ALIEN, but they each have this elusive inventory item that dictates if your hitting an enemy. 2 examples are "FDTNTFistComboTwo" and "FDAliensKnifeGOTTAKNIFEFAST". I searched all over the ...