Search found 56 matches
- 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.
- 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)
You're absolutely right. I just read up on all the non-sense here. Sorry for bumping this topic with the same question.Wivicer wrote:Incredible. Almost exactly a year after someone else asked the same question.
- 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 ...
- 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 ...
- 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
Good to hear.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.
- 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 ...
- 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.
Nonetheless, it seems to me that's extremely promising. Great job.
- 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.
- 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?
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?
- 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?
Would it be possible to replicate it on the player when under the effects of a Blursphere?
- 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.
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.
- 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 ...
- 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?
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?
- 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.
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.
- 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.
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.