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.
Search found 351 matches
- Tue Oct 14, 2025 5:33 am
- Forum: Resources
- Topic: Quake's stuff - Code and placeholders for inspiration
- Replies: 6
- Views: 389
- 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 ...
- 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 ...
- 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)
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)
- Thu Dec 05, 2024 5:49 am
- Forum: Gameplay Mods
- Topic: Kriegspfad
- Replies: 56
- Views: 19178
- 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...)
- 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
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.- 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*
Per Kristian.Gothic wrote: Does anyone know who made this hand?
- 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 ...
- 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 ...
- 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.
- 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 ...
- 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 ...
- 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 ?
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 ?
- 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 ...