Search found 87 matches
- Thu Mar 16, 2023 4:37 am
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5360
- Views: 690888
Mapping challenge idea
We did "10 textures challenge", "10 sectors challenge", "2 sectors challenge"… I suggest "Million paths challenge": maps which can be completed at least 1 000 000 different ways. Technically, even two boxes counts, if you can exit the first box through one of 100 doors, walk to the second box by one ...
- Tue Oct 13, 2020 1:39 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Rest In Russia (Very Early Build)
- Replies: 10
- Views: 3274
Re: Rest In Russia (Very Early Build)
Feel free to take anything you want from my abandoned WAD "Doom TEPPUTOPU9l POCCUU" (viewtopic.php?f=19&t=63330). I also speak Russian in private messages, if you need help with those engine tricks.
(Sorry, I need to re-up the file) Done.
(Sorry, I need to re-up the file) Done.
- Fri May 08, 2020 3:00 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1712031
Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
It's me, Mario! And I think standing on an enemy's head with my Shockwave Boots must cause big and constant damage to him!
- Sun Apr 19, 2020 7:38 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1712031
Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
Yeah, it's always working the same. Thanks, I've got it now. It's absolutely contradictive with the idea of making UV as "Adaptive locked on initial value". A dangerlevel of 40 will be starting to strongly transition towards Armageddon. It'd be pure Armageddon in about 10 maps, less if you pick up ...
- Sun Apr 19, 2020 7:19 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1712031
Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
that's literally what's written in the changelog, hahahahaha. Sorry for missing the most noticeable line in the changelog :-D Danger level in UV just increases the chances of the Demonic and Unique Boss systems spawning things. Nothing else is affected. But danger level itself increases the same ...
- Sun Apr 19, 2020 6:24 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1712031
Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
MADE ADAPTIVE ACTUALLY BLOODY WORK AAAAA Sorry :oops: If you pick up a rare item, danger level is set to 50 instantly. Thanks :) BTW² is "UV" = "Adaptive with locked danger points"? And if so, what is the exact value? It is not. Can I guess why? Because danger points are not locked for any skill ...
- Sun Apr 19, 2020 5:40 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1712031
Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
Adaptive will mass replace enemies with these variants as danger level increases. You can decide to get danger points per level regardless of what you pick up with the option you mentioned. The danger level starts at 0 and increases up to 40. But I've set additional DpL to zero! And I have neither ...
- Sat Apr 18, 2020 7:15 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1712031
Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
That means, I don't understand how it works. I've set additional level per map = 0.Yholl wrote:A dangerlevel of 40 will be starting to strongly transition towards Armageddon. It'd be pure Armageddon in about 10 maps, less if you pick up rare items.
BTW does dangerlevel affect UV, too?
- Sat Apr 18, 2020 12:35 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1712031
Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
Thanks, thanks, THANKS for the performance boost! It runs perfectly at last :) Hungry respawns like a Watcher? Seriously? Isn't it a bit too much? Looks like only rocket-gibbing can kill them permanently, am I right? Also, did you change the Adaptive skill algorithm? I select rngesus=dangery, start ...
- Tue Mar 31, 2020 4:04 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: "Semi-impassable" textures
- Replies: 8
- Views: 1120
Re: "Semi-impassable" textures
Instant motion was made by assigning a negative path to inner variables (for example, moving floor up to neareset floor but there is just one floor and it's lower than current position). I can think about setting a 3D floor by placing a filpped sector into a normal one but this'll probably require ...
- Mon Mar 30, 2020 5:38 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: "Semi-impassable" textures
- Replies: 8
- Views: 1120
Re: "Semi-impassable" textures
BTW is there something "flipped" sectors are good for? (Except Vavoom 3D floors). I speak about sectors with negative height. Floor height > Ceiling height. They are probably not needed in UDMF because everything can be set without such tricks. But before UDMF was invented, was there any use for ...
- Mon Mar 30, 2020 1:22 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1712031
Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]
Assault weapons will be changed into Precision weapons at a later date. They will work the same as they do now, but all will have a scope. Good news, thanks :) BTW Precision Minigun + F can probably be interesting. IDK if Firestorm have one generic rule for all weapons or it can add an individually ...
- Sat Mar 28, 2020 5:03 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1712031
Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]
That's why I'm afraid of being beaten with heavy, heavy DECORATE.wildweasel wrote:This would make your Drum Thompson the only weapon in the game that does that.
I have reasons to be afraid of this.
My heresy exceeded a tolerable level and I know it.
::Ducks:: ::covers:: ::crawls away::
- Sat Mar 28, 2020 4:16 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1712031
Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]
There's no point making another Thompson when one already exists, and the drum is already planned for an assembly anyway. You underestimated the level of my heresy :-D Not an another superior Thompson, but an assembly receipe: superior Thompson + BB → superior Drum Thompson (which can be modded a ...
- Fri Mar 27, 2020 9:29 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Engine as a video codec (video decoder)
- Replies: 15
- Views: 1352
Re: Engine as a video codec (video decoder)
Unless someone else is willing to do put that in, Graf certainly is not going to. I don't insist, I understood and stopped doing it already. Maybe I've not pointed on that enough, but I'm describing the task itself. Because Unless someone else is willing to do put that in I'm just trying to explain ...