Search found 43 matches

by rayburn
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 ...
by rayburn
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 ...
by rayburn
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 ...
by rayburn
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 ...
by rayburn
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 ...
by rayburn
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 ...
by rayburn
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.
by rayburn
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.
by rayburn
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 ...
by rayburn
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
by rayburn
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 ...
by rayburn
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 ...
by rayburn
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 ...
by rayburn
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!
by rayburn
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 ...

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