Search found 37 matches
- Mon Mar 20, 2023 1:26 pm
- Forum: Gameplay Mods
- Topic: Wrath of Cronos RPG V3A
- Replies: 1037
- Views: 238387
Re: Wrath of Cronos RPG V3A
Anyone know what happened to Thetis? His profile says he doesn't exist anymore... I'm trying to add new classes to the mod, but for some reason they won't take any damage from monsters. I've basically cloned the hunter but changed the weapons at the moment. The class is added to the game, and has a ...
- Tue Feb 22, 2022 2:02 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [RELEASE] [v1.1.2] Zrift - Chasm in Doom - LE - [Page 1]
- Replies: 54
- Views: 19102
Re: [RELEASE] [v1.1.2] Zrift - Chasm in Doom - LE - [Page 1]
This project is pretty much on hold right now, but I figured I'd post the latest version of ZRift Classic (and the other link is no longer valid).
https://www.dropbox.com/s/8ek67ce0tae1d ... c.rar?dl=0
https://www.dropbox.com/s/8ek67ce0tae1d ... c.rar?dl=0
- Fri Aug 20, 2021 1:22 pm
- Forum: Gameplay Mods
- Topic: Wrath of Cronos RPG V3A
- Replies: 1037
- Views: 238387
Re: Wrath of Cronos RPG V3A
Is there any way to open the ACS file "RPGSCRIP.o"? I would love to check how the rpg system is done, but don't know how to check under the hood.
- Mon Jul 26, 2021 12:04 pm
- Forum: Mapping
- Topic: Idiotproof way to add mod items to DoomBuilder things mode?
- Replies: 6
- Views: 1612
Re: Idiotproof way to add mod items to DoomBuilder things mo
I really know nothing else about how anything works apart from what I mentioned, so I need very specific description of steps that starts from the beggining to understand how to proceed, for example, open file X of the X wad with slade, and copy X text into X line of the file named X, then open ...
- Mon Jun 21, 2021 6:33 am
- Forum: Requests
- Topic: Pirate guns
- Replies: 0
- Views: 738
Pirate guns
Does anyone know of a good source for pirate themed guns? I know there are some in Pirate Doom, but I need more. I would really like a classic flint lock pistol.
- Sat Feb 13, 2021 11:05 am
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30876
- Views: 2143435
Re: The WIP Thread
Working on a hub area where you enter teleporters to go to different episodes/maps. Currently working on how the teleporter will look. Everything is just for test atm, and I will of course change textures and such. And the mess at the end is because I was playing around with brightmaps.. https ...
- Thu Nov 05, 2020 8:42 am
- Forum: Scripting
- Topic: HUB world with portals to 5 different chapters?
- Replies: 6
- Views: 1184
Re: HUB world with portals to 5 different chapters?
Since I'm kind of planning having a "hub" like Quake 1 myself, how I will do it is something like this: Let's say HUB map is Map01. In the mapinfo, for one episode, I would do map map02 { Next = "Map03" } map map03 { Next = "Map04" } map map04 { Next = "Map01" } That way, when you finish map04 you ...
- Tue Nov 03, 2020 11:59 am
- Forum: Scripting
- Topic: HUB world with portals to 5 different chapters?
- Replies: 6
- Views: 1184
- Mon Nov 02, 2020 12:45 pm
- Forum: Requests
- Topic: [request] crawling imps.
- Replies: 1
- Views: 565
Re: [request] crawling imps.
Project Brutality has crawling imps, check that out.
- Sun Nov 01, 2020 9:57 am
- Forum: Abandoned/Dead Projects
- Topic: BRUTAL HEXEN RPG (ZDL Edition) v4.7
- Replies: 392
- Views: 119261
Re: BRUTAL HEXEN RPG (ZDL Edition) v4.7
Regarding the Mage familiar, let me look into this, did you get any HUD message when you press the summon familiar key? It should state ''You need 100 Red Mana'' so try and summon the familiar with at least 100 Red Mana. In coop online mode, all characters have the summon familiar working correctly ...
- Fri Oct 30, 2020 4:04 pm
- Forum: Scripting
- Topic: How to make decorate monsters die upon collision?
- Replies: 2
- Views: 197
Re: How to make decorate monsters die upon collision?
Have you tried giving it the +MISSILE flag?
- Fri Oct 30, 2020 11:10 am
- Forum: Scripting
- Topic: Swinging gate?
- Replies: 5
- Views: 295
Re: Swinging gate?
Something like this?
This is a kind of single linedef polyobj, It works fine for me when testing, but I'm unsure how this works on a larger scale, since polyobjects are supposed to be more linedefs?
This is a kind of single linedef polyobj, It works fine for me when testing, but I'm unsure how this works on a larger scale, since polyobjects are supposed to be more linedefs?
- Thu Oct 29, 2020 1:11 pm
- Forum: Scripting
- Topic: Random one liners
- Replies: 3
- Views: 549
Re: Random one liners
Sorry about posting in an old thread, but I found this when searching for a way to do one liners myself, but couldn't find any answer. Figured I post that I eventually found the Shadow Warrior mod ( https://forum.zdoom.org/viewtopic.php?f=19&t=46168 ) where they had a good way of doing it. If anyone ...
- Wed Oct 28, 2020 12:03 pm
- Forum: Abandoned/Dead Projects
- Topic: BRUTAL HEXEN RPG (ZDL Edition) v4.7
- Replies: 392
- Views: 119261
Re: BRUTAL HEXEN RPG (ZDL Edition) v4.7
I got to lvl 20 with the mage, and still couldn't summon the familiar, no matter where I was. Just wondering if there's something I'm doing wrong.ZDL_800 wrote:Hello.
Regarding the Golem, you need to level up first, patience.
Thanks for your reply.
- Sun Oct 25, 2020 1:37 pm
- Forum: Abandoned/Dead Projects
- Topic: BRUTAL HEXEN RPG (ZDL Edition) v4.7
- Replies: 392
- Views: 119261
Re: BRUTAL HEXEN RPG (ZDL Edition) v4.7
Hey, love this mod! I just finished main game as fighter, and had a blast. I read that you nerfed the mage to make it more balanced in coop, but it feels kind of underpowered in singleplayer compared to the other two classes. I guess I can change the damage output by simply edit the Saphirewand ...