Search found 40 matches
- Fri Nov 27, 2020 7:47 am
- Forum: Abandoned/Dead Projects
- Topic: Arkista's Ring - Beta Release
- Replies: 27
- Views: 9420
Re: Arkista's Ring - Beta Release
Any Trikey should fit any Trilock, etc. Maybe those locks are a bit finicky somehow, but they should work when you use the keys from the inventory. I know that some of them do work if you use from the inventory OR the use key if you have the item, and some of them only work if you use from the ...
- Thu Nov 26, 2020 8:17 am
- Forum: Abandoned/Dead Projects
- Topic: Arkista's Ring - Beta Release
- Replies: 27
- Views: 9420
Re: Arkista's Ring - Beta Release
Hope replying after two months from the last post isn't considered necro around here. I gave the mod a shot and played it for a couple of hours. I'm probably nowhere near finishing it, but even after playing for a couple of hours I think I can already share my initial impressions and constructive ...
- Sat Nov 21, 2020 1:33 pm
- Forum: General
- Topic: Any really high quality TCs you'd recommend playing?
- Replies: 2
- Views: 729
Re: Any really high quality TCs you'd recommend playing?
All of these look really promising. Ashes 2063 especially seems right up my alley. Thanks a lot, Gez. Your post was really helpful.
- Sat Nov 21, 2020 11:55 am
- Forum: General
- Topic: Any really high quality TCs you'd recommend playing?
- Replies: 2
- Views: 729
Any really high quality TCs you'd recommend playing?
Hi, everyone! I'm in a mood for a retro FPS again, but I honestly don't know what to play. All the essential and non-essential boomer shooters, both old and new, are already crossed off from my list, and I don't feel like replaying any of them yet, so I figured I'd look around what mods have to ...
- Wed Nov 13, 2019 3:03 pm
- Forum: General
- Topic: Would there be an interest in a WAD with simplistic levels?
- Replies: 5
- Views: 533
Re: Would there be an interest in a WAD with simplistic leve
Glad to see there seems to be an interest in that kind of stuff. I'll get to work as soon as I can. I'm super excited about it.
- Tue Nov 12, 2019 12:42 pm
- Forum: General
- Topic: Would there be an interest in a WAD with simplistic levels?
- Replies: 5
- Views: 533
Would there be an interest in a WAD with simplistic levels?
I recently saw a couple of analysis videos on pre-Doom engine shooters, like Wolfenstein 3D and Shadowcaster, and dungeon crawlers, like Ultima Underworld. That made me remember an old action game of mine I made years ago, sadly now lost to time, made with a Wolfenstein-like engine, and heavily ...
- Sun May 26, 2019 8:40 am
- Forum: Scripting
- Topic: [SOLVED] Creating a monster that resurrects other monsters?
- Replies: 13
- Views: 2014
Re: [SOLVED] Creating a monster that resurrects other monste
I've played Dark Souls so I see what you're going for. You can put an A_CheckProximity ( https://zdoom.org/wiki/A_CheckProximity ) in the Death state of the mob you want to be raised and loop to check every 35 or so tics (please don't spam it every tic). If it finds a necromancer, it jumps to a ...
- Fri May 24, 2019 8:50 am
- Forum: Scripting
- Topic: [SOLVED] Creating a monster that resurrects other monsters?
- Replies: 13
- Views: 2014
Re: Creating a monster that resurrects other monsters?
Well, A_SpawnItemEx+A_RaiseChildren set are still lame solution strongly dependable from sector geometry and can't operate (revive) with non-children actors of the same class. But it's still easiest way. At least for Necromancy neophytes. Well, as much as I'd love a more flexible solution, seems ...
- Fri May 24, 2019 8:29 am
- Forum: Scripting
- Topic: [SOLVED] Creating a monster that resurrects other monsters?
- Replies: 13
- Views: 2014
Re: Creating a monster that resurrects other monsters?
Gosh! IT IS POSSIBLE with A_SpawnItemEx+A_RaiseChildren, and for "Necro's Game Over" you also call A_KillChildren. You can just predefine a pack of Necro's minions and then periodically raise them: Spawn: ABCD A 1 NoDelay A_SpawnItemEx("fallen",60,60,0,0,0,0,0,SXF_SETMASTER) ABCD A 1 A_SpawnItemEx ...
- Fri May 24, 2019 8:07 am
- Forum: Scripting
- Topic: [SOLVED] Creating a monster that resurrects other monsters?
- Replies: 13
- Views: 2014
Re: Creating a monster that resurrects other monsters?
Well, IF it supposed to be used only in specific mod, then there is simpliest way to write A_SpawnItemEx("minion_actor",0,0,0,0,0,0,0,SXF_SETMASTER) + A_RaiseChildren. Dan_The_Noob absolutely right - there is a good and simple example on the wiki. Other methods see above. Except that really isn't ...
- Fri May 24, 2019 7:44 am
- Forum: Scripting
- Topic: [SOLVED] Creating a monster that resurrects other monsters?
- Replies: 13
- Views: 2014
Re: Creating a monster that resurrects other monsters?
Resurrection\reviving have a veeeery wide set of realization ways and conditions. So the main question: what exactly are you want to achieve\replicate? I want to create a necromancer monster in Decorate. Its main function would be to pretty much just exist and raise only certain actors from the ...
- Fri May 24, 2019 6:54 am
- Forum: Scripting
- Topic: [SOLVED] Creating a monster that resurrects other monsters?
- Replies: 13
- Views: 2014
Re: Creating a monster that resurrects other monsters?
the wiki entry gives a pretty decent example https://zdoom.org/wiki/A_RaiseChildren Parents need to be defined through the creature spawning them, pretty sure? But I don't want a creature that spawns enemies of its own and then has the ability to resurrect them. I want to create a necromancer type ...
- Fri May 24, 2019 5:50 am
- Forum: Scripting
- Topic: [SOLVED] Creating a monster that resurrects other monsters?
- Replies: 13
- Views: 2014
[SOLVED] Creating a monster that resurrects other monsters?
I need an explanation on how to create Archvile-style monsters with an ability to resurrect other monsters. From what I've read on the wiki, it has something to do with the A_RaiseChildren function, but I couldn't understand where to apply it and how to tag monsters that are supposed to be risen ...
- Wed May 22, 2019 2:44 pm
- Forum: Assets (and other stuff)
- Topic: Are assets with nudity allowed in projects?
- Replies: 14
- Views: 1352
Re: Are assets with nudity allowed in projects?
Fantastic! That's all I wanted to know. Thank you all for your time.Rachael wrote:As far as I know, those should be fine.
- Wed May 22, 2019 2:40 pm
- Forum: Assets (and other stuff)
- Topic: Are assets with nudity allowed in projects?
- Replies: 14
- Views: 1352
Re: Are assets with nudity allowed in projects?
Okay, just to make triple sure - here are some of the sprites I want to put in my mod. They're female corpses from Blood, edited to not have underwear anymore. Would that sort of thing be okay with you all, provided I'd mark the mod, as well as the screenshots as NSFW in the thread dedicated to it ...