Search found 43 matches
- Thu Nov 16, 2023 5:50 am
- Forum: Gameplay Mods
- Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
- Replies: 1408
- Views: 335035
Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]
If I can make a suggestion... If you ever add male hand sprites for Druid weapons, you can add a "Custom class" for players to assemble based on existing arsenal. So any starter weapon + any 1-2 weapons for slots 2 and 3 + any ultimate. Class setup can be done with permanent values in menu, choosing ...
- Tue Jun 20, 2023 1:36 am
- Forum: Gameplay Mods
- Topic: [BETA] MMDoom: Might & Magic monster replacer v.0.8
- Replies: 25
- Views: 12699
Re: [BETA] MMDoom: Might & Magic monster replacer v.0.8
After a long hiatus and even longer consideration, I've decided I will not be putting any effort in any patches for the mod. It has some issues, but it mostly works, I personally play it just fine. Bugs are mostly minor, but not all of the features were implemented. Having some serious attention ...
- Sat Oct 22, 2022 5:48 pm
- Forum: Gameplay Mods
- Topic: [BETA] MMDoom: Might & Magic monster replacer v.0.8
- Replies: 25
- Views: 12699
Re: [BETA] MMDoom: Might & Magic monster replacer v.0.8
Well, ok, MOST of the sprites are 256x256, those from MM7 and MM8 are. And MM6 ones are all wild and different and were actually a pain in the butt (that and the fact they don't have sideways attack frames forcing me to +NOINFIGTHING each of the monsters using MM6 sprites... something that still ...
- Fri Oct 21, 2022 11:45 pm
- Forum: Gameplay Mods
- Topic: [BETA] MMDoom: Might & Magic monster replacer v.0.8
- Replies: 25
- Views: 12699
Re: [BETA] MMDoom: Might & Magic monster replacer v.0.8
Yes, this is one of the problems I am aware of. It depends a lot on the mod/wad combination you are playing the monsters with. I mostly play with Walpurgis and there is usually way more than enough mana because of Kraters and the fact every class has some kind of weapon (or specific weapon attacks ...
- Tue Oct 04, 2022 12:38 am
- Forum: Gameplay Mods
- Topic: [BETA] MMDoom: Might & Magic monster replacer v.0.8
- Replies: 25
- Views: 12699
Re: [BETA] MMDoom: Might & Magic monster replacer v.0.8
Personal update. I have escaped Russia and not planning to go back to that stinking pit ever again if I can help it. There is a lot of work to be done to solidify my position where I've arrived, everything is new, my budget is tight and I don't know the language. This will take months. Once I'm back ...
- Mon Jul 11, 2022 4:12 am
- Forum: Gameplay Mods
- Topic: [BETA] MMDoom: Might & Magic monster replacer v.0.8
- Replies: 25
- Views: 12699
Re: [BETA] MMDoom: Might & Magic monster replacer v.0.8
I could really use everyone's feedback/criticism/ideas. How well do the new monsters fill in the slots of doom monsters? Have you stumbled into any softlocks because of their abilities (like Medusa gaze, I think I'll nerf it later). Do the projectiles look OK? I believe they can use some variety ...
- Sat Jul 02, 2022 4:23 pm
- Forum: Gameplay Mods
- Topic: [BETA] MMDoom: Might & Magic monster replacer v.0.8
- Replies: 25
- Views: 12699
Re: [BETA] MMDoom: Might & Magic monster replacer v.0.8
Not yet, but I make replacers for both later.
- Sat Jul 02, 2022 11:08 am
- Forum: Gameplay Mods
- Topic: [BETA] MMDoom: Might & Magic monster replacer v.0.8
- Replies: 25
- Views: 12699
Re: [BETA] MMDoom: Might & Magic monster replacer v.0.8
This particular vid it's Schism. See the reccommended mods section of the OP post. Also video has mod list in description.
- Fri Jul 01, 2022 2:15 pm
- Forum: Gameplay Mods
- Topic: [BETA] MMDoom: Might & Magic monster replacer v.0.8
- Replies: 25
- Views: 12699
Re: [BETA] MMDoom: Might & Magic monster replacer v.0.8
Thank you very much for beta release! <3 P.S.: Hm... Got softlocked on MAP07 in Plutonia . Is +BOSSDEATH flag enabled for Mancubi replacer? Yep, Mancubi replacements doesn't have those. Assuming the RandomSpawner approach even works since spawners are picked via ZScript. I recall putting it on ...
- Fri Jul 01, 2022 9:51 am
- Forum: Gameplay Mods
- Topic: [BETA] MMDoom: Might & Magic monster replacer v.0.8
- Replies: 25
- Views: 12699
Re: [BETA] MMDoom: Might & Magic monster replacer v.0.8
beta released, first post updated
- Sun Jun 26, 2022 9:41 am
- Forum: Scripting
- Topic: Slowly changing stencil color
- Replies: 8
- Views: 764
Re: Slowly changing stencil color
Is it possible with TRANSLATIONs maybe? I am looking to replicate a similar visual effect. (timestamp 1:41) UPD. So far the easiest crutch that was ever recommended to me in this regard is simply dropping a colored dynamic light on the monster. But I'd still appreciate your input, if any. 2j ...
- Tue Jun 21, 2022 1:40 pm
- Forum: Gameplay Mods
- Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
- Replies: 1408
- Views: 335035
Re: Walpurgis 0.96A (For Doom/Heretic/Hexen) [GZDoom 4.8.0 F
Hey can I borrow that gazer attack from the Gorgon? I really like the idea of giving a "speed debuff powerup". Nothing I really want to change about it, but I think I'll try and use one old Might & Magic VI sprite for circles instead and that's pretty much the extent of my changes to it. Your ...
- Fri Jun 17, 2022 4:24 am
- Forum: Tutorials
- Topic: Smarter Healers & Supports
- Replies: 5
- Views: 5161
Re: Smarter Healers & Supports
For future generations, if I find any bugs I'll edit, or let me know to, thx: Class MMHealHandler : EventHandler // this is how we know when monster is hurt and needs healing { // doing this instead of MaxHealth to current health comparison override void WorldThingDamaged(WorldEvent e) // because of ...
- Sat Jun 11, 2022 5:03 am
- Forum: Tutorials
- Topic: Smarter Healers & Supports
- Replies: 5
- Views: 5161
Re: Smarter Healers & Supports
Hey, I know I'm necroposting, but can you name any actual example of a mod where one monster can "cast buffs" on other monsters? Thank you!
- Fri May 13, 2022 3:53 am
- Forum: Gameplay Mods
- Topic: [BETA] MMDoom: Might & Magic monster replacer v.0.8
- Replies: 25
- Views: 12699
Re: [WIP] Might & Magic Doom (scripting help wanted)
UPD. I decided I can't release beta yet because there is just no gameplay, everything is too unbalanced and I am not happy with visuals either. I am doing way more design compared to implementation atm, for example recently I did all monster stats (health, painchances, movespeed, etc), sizes (both ...