Search found 279 matches
- Wed Jan 31, 2024 11:50 am
- Forum: Levels
- Topic: Hexen: Cult of Despair - A WoC campaign (New 1.4A Version!)
- Replies: 169
- Views: 78615
Re: Hexen: Cult of Despair - A WoC campaign (New 1.4A Version!)
Just wanted to pop and said I got baited in thinking this mod was finished because the version is above 1.0. And its not, I was disappointed because this mod is amazing, I'd pay for something like this on Steam in a heartbeat. If I had any personal critique I would say: -Your secrets are repetitive ...
- Mon Mar 26, 2018 12:42 pm
- Forum: Abandoned/Dead Projects
- Topic: Doom 64: Retribution
- Replies: 395
- Views: 78471
Re: Doom 64: Retribution
I don't really know where to post this other than here. I've reworked the mod for a few purposes. - Better coop compatibility. This version is intended to be run in Zandronum 3.0 (but will run just fine in GZDoom). The entire thing should be playable in coop. -Modified and updated to be closer to ...
- Fri Jul 07, 2017 10:34 pm
- Forum: Editing (Archive)
- Topic: Multiple poison damage trouble with APROP_DamageFactor
- Replies: 0
- Views: 253
Multiple poison damage trouble with APROP_DamageFactor
I put old school Poison damage as a core part of my mod. Unfortunately just realized that if you modify APROP_DamageFactor to 0.99 or lower, poison instantly does no damage whatsoever. This is a huge problem. I tried using the newer version of poison damage, but it doesn't tint the screen green and ...
- Sun Apr 23, 2017 1:53 pm
- Forum: Editing (Archive)
- Topic: Spawning projectiles in a projectile
- Replies: 4
- Views: 781
Re: Spawning projectiles in a projectile
That doesn't work, the projectile is just shot straight aka it doesn't transfer pitch.
- Fri Apr 21, 2017 12:25 am
- Forum: Editing (Archive)
- Topic: Spawning projectiles in a projectile
- Replies: 4
- Views: 781
Re: Spawning projectiles in a projectile
Alright, I finally figured out this: A_SpawnItemEx ("SFFrostMissileRight", 0, 0, 0, velx, vely, velz, -5, SXF_ABSOLUTEVELOCITY) This spawns another missile fine. Seems like SXF_ABSOLUTEVELOCITY was needed. From its description in the wiki, I didn't understand you needed it, bit it makes sense. The ...
- Thu Apr 20, 2017 8:36 pm
- Forum: Editing (Archive)
- Topic: Spawning projectiles in a projectile
- Replies: 4
- Views: 781
Spawning projectiles in a projectile
I've worked with Decorate for years and I can't figure this basic thing out. I want a projectile to shoot another projectile. I want its direction and velocity to be based on the calling actor. (+ slight angle/offset changes) Thats it. I never use A_SpawnItemEx, I despise the thing, but its the only ...
- Mon Nov 21, 2016 5:42 pm
- Forum: Editing (Archive)
- Topic: SetCVar/GetCVar refuse to work (with custom cvars)
- Replies: 5
- Views: 582
Re: SetCVar/GetCVar refuse to work (with custom cvars)
Yeah, I feel insanely stupid right now, happens sometimes when I tunnel vision into something. It was what you said for SetCVar, simple syntax error, but the GetCVar didn't work because I didn't use the right inventory item name in the next lines in the script, I used the names of the CVars. Since I ...
- Mon Nov 21, 2016 3:59 pm
- Forum: Editing (Archive)
- Topic: SetCVar/GetCVar refuse to work (with custom cvars)
- Replies: 5
- Views: 582
Re: SetCVar/GetCVar refuse to work (with custom cvars)
Sorry, my post is a bit of a mess but it is there:
SFJake wrote: user int SFPlayerXP;
user int SFPlayerLevel;
- Mon Nov 21, 2016 3:47 pm
- Forum: Editing (Archive)
- Topic: SetCVar/GetCVar refuse to work (with custom cvars)
- Replies: 5
- Views: 582
SetCVar/GetCVar refuse to work (with custom cvars)
Alright, this is weirding me out. I've never used this, but I've wanted a RPG-system that carries between games, and I wanted to use these for that purpose. (purely for single player purposes) The idea is simple, right? SetCVar to save the experience/level of the user, and GetCVar when the player ...
- Sun May 15, 2016 12:13 pm
- Forum: Off-Topic
- Topic: The Official ZDF New Doom Thread
- Replies: 453
- Views: 24947
Re: The Official ZDF New Doom Thread
Honestly, the game is a huge disapointment for me. For starters, I actually enjoyed Doom 3 a lot. Not as a "Doom" successor, but just as an atmospheric linear FPS that keeps you immersed. Doom 1-2 were atmospheric games with good soundtracks. Doom 3 kept its sounds for spooky moments. Doom 4 throws ...
- Tue Feb 09, 2016 5:21 pm
- Forum: Off-Topic
- Topic: The Official ZDF New Doom Thread
- Replies: 453
- Views: 24947
Re: DOOM gets release date and a trailer.
Hate to say it, but our tastes are outdated, just like the way we found our parents tastes. Just get used it it. Hah. Please. Has nothing to do with taste. Nobody gives a shit anymore and wants flashy garbage. That doesn't mean they have taste. These people don't give a fuck. They'll play DOOM one ...
- Sat Feb 06, 2016 11:38 am
- Forum: Off-Topic
- Topic: The Official ZDF New Doom Thread
- Replies: 453
- Views: 24947
Re: DOOM gets release date and a trailer.
Doom for today's pathetic gaming crowd. Looks like there's some decent gameplay underneath the shit they're shoving in our eyes but heh. Wonder if this game can be played without execution. Still don't have a clue if the chainsaw is an actual, usable weapon or its some cutscene-only garbage. And its ...
- Fri Jan 29, 2016 12:24 pm
- Forum: Off-Topic
- Topic: Computer gets abnormally hot when running Doom
- Replies: 19
- Views: 2042
Re: Computer gets abnormally hot when running Doom
Unfortunately, they never wanted to introduce a customizable FPS cap in the negine and I never understood why. You can use the VSync setting, but VSync is bad and can cause input lag. For a more global solution, I use MSI Afterburner or rather what comes with it (MSI On Screen Display server) to ...
- Sat Jan 02, 2016 1:24 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [RELEASE] Prodoomer V3.1
- Replies: 367
- Views: 99763
Re: [RELEASED] Prodoomer V2 [GZDooM]
I really wish someone else could pick this mod up and make it better. Its unfortunate. The work is inspiring, but ultimately it plays absolutely horribly, with modern tropes getting in the way, horrible recoil, god awful gameplay in general, and so many weird annoyances like the absolutely horrible ...
- Sat Dec 26, 2015 12:11 pm
- Forum: Off-Topic
- Topic: Really getting into iron sights
- Replies: 21
- Views: 2820
Re: Really getting into iron sights
I've never enjoyed a FPS that makes use of them as part of their gameplay mechanics (meaning I've only ever enjoyed them if they were absolutely useless).
Realism might be the absolute worse trait in the world when it comes to gameplay.
Realism might be the absolute worse trait in the world when it comes to gameplay.