Search found 351 matches

by Ac!d
Tue Oct 14, 2025 5:33 am
Forum: Resources
Topic: Quake's stuff - Code and placeholders for inspiration
Replies: 6
Views: 389

Re: Quake's stuff - Code and placeholders for inspiration

I've fixed some of the errors shown here and added some fixes on powerups.

About zslightninggun.txt, this code belongs to Agent_Ash and was used a placeholder.
by Ac!d
Mon Oct 13, 2025 12:12 pm
Forum: Resources
Topic: Quake's stuff - Code and placeholders for inspiration
Replies: 6
Views: 389

Re: Quake's stuff - Code and placeholders for inspiration

Oh, I like what you've done with this. I was expecting either models or model rips, but the sprites that you have done are a nice "what if id made Quake in 1993" kind of spriting style. BTW, I can only see the "early version". Google docs says "Access denied: You need access" for the last version ...
by Ac!d
Mon Oct 13, 2025 4:58 am
Forum: Resources
Topic: Quake's stuff - Code and placeholders for inspiration
Replies: 6
Views: 389

Quake's stuff - Code and placeholders for inspiration

Years ago, I had the idea of recreating Quake in Doom like "Quake 1 Stuff Ultra" , "Quake 1 Stuff Ultra Reloaded" , "QUAKE: Descent into Heresy" , "Quaker's DOOM" ; but with the lack of motivation and prioritizing personnal stuff, I've decided to scrap that. I'm giving it away for anyone wanting to ...
by Ac!d
Mon Mar 03, 2025 10:28 am
Forum: Gameplay Mods
Topic: Ac!d's Eriguns
Replies: 71
Views: 26427

Re: Ac!d's Eriguns

Update ! (3 March 2025)

Changelog :

- Edited AutoShotgun's fire mode (check the options)
- Edited ammo pickups for TNT Evilution & FreeDoom compatibility
- Added Quad Damage overlay for weapons (Credits to Agent_Ash)
by Ac!d
Thu Dec 05, 2024 5:49 am
Forum: Gameplay Mods
Topic: Kriegspfad
Replies: 56
Views: 19178

Re: Kriegspfad

Sgt. Ham wrote: Tue Dec 03, 2024 8:09 am Along with vouching for combolynch's MP40 problem (which happens when reloading with the second mag selected), is ZikShadow still lurking around here? The link to his addon in the OP is dead.
Both issues have been fixed.
by Ac!d
Thu Oct 24, 2024 9:28 am
Forum: Gameplay Mods
Topic: Kriegspfad
Replies: 56
Views: 19178

Re: Kriegspfad

Fixed among other things I've added/edited in the passing months. (Sprites, code, sounds, effects, etc...)
by Ac!d
Fri Feb 23, 2024 9:58 am
Forum: Gameplay Mods
Topic: Mini mod weapon : ZF-1
Replies: 3
Views: 3301

Re: Mini mod weapon : ZF-1

Image

Code: Select all

Update ! (23 February 2024)

Changelog :

- New sprites for the bolts.
- Added an option for reloading the ammo types of your ZF-1s.
by Ac!d
Fri Jan 12, 2024 1:44 pm
Forum: Requests
Topic: Resource Request thread *Read 1st post*
Replies: 5973
Views: 664668

Re: Resource Request thread *Read 1st post*

Gothic wrote: Does anyone know who made this hand?
Per Kristian.
by Ac!d
Thu Sep 21, 2023 10:19 am
Forum: Gameplay Mods
Topic: Mini mod weapon : ZF-1
Replies: 3
Views: 3301

Re: Mini mod weapon : ZF-1

https://i.imgur.com/K3whB3Pl.png The backpack is showed on the hud if you have one. He's more visible when you select your second ZF-1. The power cell is also indicated once you pick it up. Update ! (21 September 2023) Changelog : - New sprites for the weapon, ammo types, and visuals effects ...
by Ac!d
Wed Sep 06, 2023 4:39 am
Forum: Gameplay Mods
Topic: Mini mod weapon : ZF-1
Replies: 3
Views: 3301

Re: Mini mod weapon : ZF-1

https://imgur.com/Z62DD0P Update ! (06 September 2023) Changelog : - Replaced the HUD by a RenderOverlay, which means that you can play with a custom HUD and change the horizontal and vertical offset of the overlay. - "Ammo refills" for the ZF-1 can be found in big ammo pickups (ClipBox, ShellBox ...
by Ac!d
Wed Sep 06, 2023 3:32 am
Forum: Scripting
Topic: How do i make a kicking weapon that activates when you press q, kinda like duke nukem 3d
Replies: 2
Views: 327

Re: How do i make a kicking weapon that activates when you press q, kinda like duke nukem 3d

This question have been asked here with an answer in DECORATE and ACS, but you can also find one in ZScript in this topic.
by Ac!d
Sun Aug 27, 2023 9:32 am
Forum: Gameplay Mods
Topic: Mini mod weapon : ZF-1
Replies: 3
Views: 3301

Mini mod weapon : ZF-1

The ZF-1 is a weapon seen in the movie The Fifth Element (1997), a multi-function weapon containing : - 3000 rounds magazine with an automatic , a 3 rounds burst or a 30 rounds semi-automatic shotgun fire mode. (selectable with Alt-Fire ) - Rocket Launcher. (selectable with Zoom ) - Arrow Launcher ...
by Ac!d
Mon Aug 21, 2023 2:13 am
Forum: Requests
Topic: DDF code documentation for ZDoom ?
Replies: 0
Views: 2126

DDF code documentation for ZDoom ?

I'm converting a EDGE mod for (G/L)ZDoom and I need some documentation for that. There's a lot of data that I don't know if it can be used with the parameters of some actions like A_FireProjectile() and A_SpawnItemEx(). [REVOLVER_CASING] ACCURACY_ANGLE=36; ACCURACY_SLOPE=20;//40 ATTACK_HEIGHT=22 ...
by Ac!d
Sun Aug 20, 2023 2:17 am
Forum: Scripting
Topic: Projectile won't explode, pulling my hair out
Replies: 7
Views: 942

Re: Projectile won't explode, pulling my hair out

If your actor act like a mine, you should add the +MISSILE flag.

Does the explosing casing explode on a wall ? Have you tried changing the speed, since it's 0 ? Have you tried changing the Death state sequence to XDeath, since it's indicated as being a projectile in your code ?
by Ac!d
Fri Jul 07, 2023 11:20 am
Forum: Gameplay Mods
Topic: Ac!d's Eriguns
Replies: 71
Views: 26427

Re: Ac!d's Eriguns

Recently, a Vtuber called Matt Eldrydge made some videos coverring my mod with a mapset called Doom 2 In Name Only (D2INO) - Russian Variation and a showcase of the weapons. For the visibility he gives me on this mod, I think it's necessary to give him visibility on his videos too. Check his youtube ...

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