Search found 56 matches

by Adamast0r
Wed Apr 21, 2021 3:17 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Default Skill Levels
Replies: 2
Views: 1971

Re: Default Skill Levels

I got around to it. Thanks, Kinsie.
by Adamast0r
Sun Apr 11, 2021 7:34 am
Forum: Gameplay Mods
Topic: Kinsie's DRLA Mini-Modlets (08/4/19 metaprops bugfix)
Replies: 33
Views: 31492

Re: Kinsie's DRLA Mini-Modlets (08/4/19 metaprops bugfix)

Wivicer wrote:Incredible. Almost exactly a year after someone else asked the same question.
You're absolutely right. I just read up on all the non-sense here. Sorry for bumping this topic with the same question.
by Adamast0r
Fri Apr 09, 2021 4:06 pm
Forum: Scripting
Topic: Mass Infighting
Replies: 0
Views: 297

Mass Infighting

Hey guys. One of the touches that I really like in Heretic is that contrary to Doom, when the player dies, the monsters start to infight with everything in their sight, even with monsters they wouldn't normally attack. What I want to know is a way to implement that behaviour in Doom, in this case in ...
by Adamast0r
Fri Apr 09, 2021 12:59 pm
Forum: Gameplay Mods
Topic: Kinsie's DRLA Mini-Modlets (08/4/19 metaprops bugfix)
Replies: 33
Views: 31492

Re: Kinsie's DRLA Mini-Modlets (08/4/19 metaprops bugfix)

These addons are really great, Kinsie. I've been using DoomRLA_Kinsie_FknRIP on my vanilla-like gameplay, and it's awesome. However, the only issue I'm having is a message saying: "Give inventory: unknown item RLSpecialHUD." That must happen because I'm not playing with RL Arsenal. Do you know a way ...
by Adamast0r
Thu Apr 08, 2021 12:25 pm
Forum: ZDoom (and related) News
Topic: Raze 1.0.0 released
Replies: 25
Views: 17176

Re: Raze 1.0.0 released

Graf Zahl wrote:That method is EDuke exclusive. It uses features not present in Raze. I may see in the future that this can be defined properly in the voxel pack.
Good to hear.
by Adamast0r
Thu Apr 08, 2021 10:36 am
Forum: ZDoom (and related) News
Topic: Raze 1.0.0 released
Replies: 25
Views: 17176

Re: Raze 1.0.0 released

Voxel rotation in Raze is enabled like in NBlood - add 'rotate' to the voxel definition. How does EDuke do this? Last timeI checked its code II couldn't find anything. I don't have much experience in NBlood. Do I have to edit the files and write that command in front of each voxel? And, about EDuke ...
by Adamast0r
Thu Apr 08, 2021 9:49 am
Forum: ZDoom (and related) News
Topic: Raze 1.0.0 released
Replies: 25
Views: 17176

Re: Raze 1.0.0 released

I get that. I just loaded the Duke 3D Voxel Pack and it seems to work. However, when I tried to edit the eduke.con to enable pickup rotation it gives off a series of errors so, I gathered that this will work in a different way.
Nonetheless, it seems to me that's extremely promising. Great job.
by Adamast0r
Thu Apr 08, 2021 9:21 am
Forum: ZDoom (and related) News
Topic: Raze 1.0.0 released
Replies: 25
Views: 17176

Re: Raze 1.0.0 released

I see. I just ask because it's such an easy system in the Z ports. This would make it so loading multiple mods such as the Voxel Pack, bug fixes and whatnot, that much easier to those who aren't as privvy to file editing.
by Adamast0r
Thu Apr 08, 2021 9:15 am
Forum: ZDoom (and related) News
Topic: Raze 1.0.0 released
Replies: 25
Views: 17176

Re: Raze 1.0.0 released

This is awesome.
How will it operate Duke 3D user maps and mods, for example? Can we just use their different file extensions in a simple drag-and-drop, or launcher/ bat file system, as in Geezy?
by Adamast0r
Wed Apr 07, 2021 6:32 am
Forum: Shaders
Topic: Fill Spectre v3.1
Replies: 157
Views: 48253

Re: Fill Spectre v3.1

This is awesome.
Would it be possible to replicate it on the player when under the effects of a Blursphere?
by Adamast0r
Wed Apr 07, 2021 5:22 am
Forum: Graphic/Audio Patches
Topic: VBLUD - minimalist blood mod
Replies: 17
Views: 11956

Re: VBLUD - minimalist blood mod

Thanks for the speedy reply.
I see. I'm not much of a modder, unfortunately. I just edited some minor this in DECORATE and such for now. So, I don't think I'll be able to pull that off just yet.
If you ever find it, colour me interested.
And thank you anyway.
by Adamast0r
Wed Apr 07, 2021 5:01 am
Forum: Graphic/Audio Patches
Topic: Blood Fixer (updated 10/1/17)
Replies: 43
Views: 29879

Re: Blood Fixer (updated 10/1/17)

I had an idea for the Spectre's blood, but I haven't been able to do it, as I'm not very savvy in modding. Would it be possible to change it's style to translucent and add a visibility pulse, as in the Blursphere, to represent it as the same blood type as the Pinky, but with invisibility properties ...
by Adamast0r
Wed Apr 07, 2021 3:53 am
Forum: Graphic/Audio Patches
Topic: VBLUD - minimalist blood mod
Replies: 17
Views: 11956

Re: VBLUD - minimalist blood mod

Great addon Nash. I was looking for another blood mod, as Droplets can be a little performance intensive.
Say, you mentioned doing blood pools in dehacked. Do you mean that there's a way of making blood pools in PrBoom+, for example?
And, if so, how would one do that?
by Adamast0r
Mon Apr 05, 2021 8:57 am
Forum: Scripting
Topic: Dynamic Crosshair
Replies: 0
Views: 360

Dynamic Crosshair

How can I make GZDoom's crosshair expand and contract in response to gun flashes, besides their reaction to pickups?
I assume it's possible, as I found this cool corsshair a while back, but I have no idea how to make it repeat it's behaviour on pickups.
by Adamast0r
Sat Apr 03, 2021 1:29 pm
Forum: Graphic/Audio Patches
Topic: Simple liquid physics for DOOM/DOOM2 (& Eviternity/Freedoom)
Replies: 3
Views: 5149

Re: Simple liquid physics for DOOM/DOOM2 (& Eviternity/Freed

Great aesthetic addon. Nice work.
Do you know how to make corpses floar on the liquids? You know, as DOOM Retro does?
Only fallen monsters though, as weapons an items are perfect the way they are.

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