Search found 47 matches

by rayburn
Tue Aug 11, 2026 1:45 am
Forum: TCs, Full Games, and Other Projects
Topic: BuddyDoom-Left4Dead in a shiny new source port!
Replies: 19
Views: 1947

Re: BuddyDoom-Left4Dead in a shiny new source port!

Oh the implications though. Bolting the LLM to UZDoom? Yes please.
I'd use it to generate endless quests with random details and unique npc text, like a more sophisticated, seamless version of daggerfall's quest templates able to generate whole storylines potentially, given the right system around ...
by rayburn
Tue Feb 17, 2026 4:22 pm
Forum: ZDoom (and related) News
Topic: LZDoom 4.14.3 released
Replies: 9
Views: 2139

Re: LZDoom 4.14.3 released

Thank you for the reply, that's great news! FYI I was looking into it a bit further, and concluded the "visual artifacts" I previously mentioned with culling is a problem with how the culling interacts with portals. Since portalled geometry is not "factually" where it seems to be, the distance-based ...
by rayburn
Mon Feb 16, 2026 4:33 pm
Forum: ZDoom (and related) News
Topic: LZDoom 4.14.3 released
Replies: 9
Views: 2139

Re: LZDoom 4.14.3 released

Hello.

I just tried LZDoom for the first time.

I did some tests in Ascension TC's City of Sorona on latest GZDoom vs. LZDoom. It's a location notorious for it's disgusting performance because of large city area + no vision blockers + tons of NPCs + 3D models, yada yada. Basically the entirety of ...
by rayburn
Sat Feb 14, 2026 6:10 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1501
Views: 352593

Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]


Welp, steady on there.

Yeah I personally thought a lot about that particular problem, since I really want to have option for fantasy races and male/female sprites in my own mod. In the end, I decided that every weapon will just be held by a heavy leather gloved hand transitioning into gambeson ...
by rayburn
Thu Nov 16, 2023 5:50 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1501
Views: 352593

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: 14215

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: 14215

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: 14215

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: 14215

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 ...
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: 14215

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: 14215

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: 14215

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: 14215

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: 14215

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: 795

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 ...

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