Search found 67 matches
- Tue Jul 19, 2022 12:46 pm
- Forum: Gameplay Mods
- Topic: [Hideous Destructor] ASO3000's HDest Addons
- Replies: 1
- Views: 1453
[Hideous Destructor] ASO3000's HDest Addons
While slowly getting back into ZScript to eventually continue working on Judge Doom I had a few ideas for addons for Hideous Destructor, so here they are: Destructible Lamps Tall and short techlamp are now destructible, including snuffing out the lights; the column can be destroyed even more and ...
- Tue Jul 19, 2022 11:58 am
- Forum: Gameplay Mods
- Topic: War Rooster v1.3 (20/08/2022)
- Replies: 152
- Views: 57487
Re: War Rooster v1.1 (Updated 16/07/2022)
YEAAHHHHH HERE COME THE ROOSTEEEEEERRRRRR
YEEAAAAAAHHHHHHHH
YOU KNOW HE AIN'T GONNA DIIIIEEEE
I really dig the weapon sprites and general menu style.
YEEAAAAAAHHHHHHHH
YOU KNOW HE AIN'T GONNA DIIIIEEEE
I really dig the weapon sprites and general menu style.
- Sat Jul 16, 2022 8:20 am
- Forum: TCs, Full Games, and Other Projects
- Topic: (WIP) JUDGE DOOM Early Alpha - A Megacity-1 themed TC
- Replies: 10
- Views: 5448
Re: (WIP) JUDGE DOOM Early Alpha - A Megacity-1 themed TC
Eyy glad you're back! I was wondering what's gonna happen to this thread since i'm intrigued that Judge Dredd themed doom TC is being made. And say, you can arrest Perps without killing them? Then is pacifist run going to be possible in all levels? Yeah, real life got in the way and so on.... It ...
- Fri Jul 15, 2022 1:56 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1089062
Re: Hideous Destructor 4.7.1c
At last I truly see. This has helped me a lot, thanks! Now I only have to make nice sprites lol.Matt wrote:...
- Thu Jul 14, 2022 12:51 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1089062
Re: Hideous Destructor 4.7.1c
Cheers Matt, I'm currently trying to make remote detonators for the doorbusters and ieds. The items themselves work, but I just can't wrap my head around how to access the currently deployed devices' tags and then give a command to them. Sorry if this is the wrong thread, I'm not really a regular ...
- Thu Jul 14, 2022 12:43 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: (WIP) JUDGE DOOM Early Alpha - A Megacity-1 themed TC
- Replies: 10
- Views: 5448
Re: (WIP) JUDGE DOOM Early Alpha - A Megacity-1 themed TC
Just her to say "hi, I'm still alive" - I also plan to continue working on the mod in the near future, maybe make a new map or two. Enemy overhaul is also needed, I realized having that many 360 noscope hitscanners might be a bit too much, *cough*. Great work so far. My only complaint is that it's a ...
- Tue Jun 01, 2021 3:39 am
- Forum: TCs, Full Games, and Other Projects
- Topic: (WIP) JUDGE DOOM Early Alpha - A Megacity-1 themed TC
- Replies: 10
- Views: 5448
- Tue Jun 01, 2021 3:37 am
- Forum: TCs, Full Games, and Other Projects
- Topic: (WIP) JUDGE DOOM Early Alpha - A Megacity-1 themed TC
- Replies: 10
- Views: 5448
(WIP) JUDGE DOOM Early Alpha - A Megacity-1 themed TC
http://imgur.com/yWZeLcU America is an irradiated wasteland. Within it lies a city. Outside the boundary walls, a desert. A cursed earth. Inside the walls, a cursed city, stretching from Boston to Washington D.C. An unbroken concrete landscape. 800 million people living in the ruin of the old world ...
- Fri Nov 06, 2020 2:07 pm
- Forum: Scripting
- Topic: Actor death counting as secret
- Replies: 5
- Views: 534
Re: Actor death counting as secret
Ah yes, thanks, that did the trick. I actually tried around with players[].mo, but for some reason I didn't get the idea to use the 0 index, I shouldn't drink so much on a friday evening. Anyway, now it works as intended, thanks again. And don't worry about MP; this is for a purely single player TC ...
- Fri Nov 06, 2020 1:33 pm
- Forum: Scripting
- Topic: Actor death counting as secret
- Replies: 5
- Views: 534
Re: Actor death counting as secret
Sorry for coming back to this, but I noticed that it will only count the secret if the monster is killed by myself, so if anything happens by infighting, it won't count. Is there a way to change that so that ANY death, no matter how it happened (be it by my hand, another monster, an explosion ...
- Fri Nov 06, 2020 11:54 am
- Forum: Scripting
- Topic: Actor death counting as secret
- Replies: 5
- Views: 534
Re: Actor death counting as secret
You know what? That was *exactly* what I was looking for.
Thank you very much!
Thank you very much!
- Thu Nov 05, 2020 4:36 pm
- Forum: Scripting
- Topic: Actor death counting as secret
- Replies: 5
- Views: 534
Actor death counting as secret
Is it possible to make the death of a certain monster a secret? If I set the "count as secret" flag in GZDB or UDB, it won't activate when I kill it. With ACS I need to assign a new TID each time I do that. With secret things I also need to assign TIDs and have basically doubled my thing count, so ...
- Mon Nov 02, 2020 5:22 pm
- Forum: Requests
- Topic: Explosives throwing zombie
- Replies: 1
- Views: 397
Explosives throwing zombie
Cheers, can anybody point me into the direction of where to get my hands on a sprite of a zombie (or other human enemy) throwing something? I want to make an enemy that throws grenades and/or molotovs, but it seems like my googl-fu is weaker than my forum-search-function-fu, because I couldn't find ...
- Wed Oct 28, 2020 2:35 pm
- Forum: Mapping
- Topic: [4.4.2] Sloped Ceiling not sloped in game
- Replies: 2
- Views: 765
Re: [4.4.2] Sloped Ceiling not sloped in game
Alright, sorry, but right now when I loaded the wad with GZD just to test it without UDB, the slopes were there. And when I then tested it again in UDB, the slopes were there! I HAVEN'T CHANGED ANYTHING! So sorry for the commotion, maybe it was just a gremlin. I will continue monitoring the issue ...
- Wed Oct 28, 2020 11:29 am
- Forum: Mapping
- Topic: [4.4.2] Sloped Ceiling not sloped in game
- Replies: 2
- Views: 765
[4.4.2] Sloped Ceiling not sloped in game
I am building a map (UDMF in UDB). I have several sloped ceilings. Almost all of which are shown the way they should be in visual mode and ingame. However, one of them is NOT shown as sloped. It's definitely applied, since if I remove the line special, I get HOM from empty textures - but it just won ...