Search found 42 matches
- Mon Feb 21, 2022 6:22 pm
- Forum: Scripting
- Topic: Enemy spawn script?
- Replies: 2
- Views: 1018
Re: Enemy spawn script?
What I hastily wrote yesterday is incorrect in at least one respect: Don't delete the entire if ( level.time == 2) block. You still need to populate AllStaticSPs, otherwise DER can't spawn anything. And EnemyRoster.size() may only be available for a dynamic array. (I obviously didn't test any of ...
- Sun Feb 20, 2022 11:55 am
- Forum: Scripting
- Topic: Enemy spawn script?
- Replies: 2
- Views: 1018
Re: Enemy spawn script?
Mod author here. I'll help you a bit, since you're determined to make some sort of change, and I received important help on this forum when I was making my mods. First, your post here is poorly written. You should explain precisely what you want. Be specific. One of your assumptions is incorrect ...
- Mon Nov 29, 2021 4:17 pm
- Forum: Gameplay Mods
- Topic: Dynamic Enemy Reinforcements v3
- Replies: 24
- Views: 15228
Re: Dynamic Enemy Reinforcements v3
This a really fun mod. :twisted: I've cracked it open to make it so the reinforcements are chosen from a custom roster, not the current or previous map's rosters. However, that's kind of making my head spin a bit. I'm glad you're enjoying it. As far as changing the roster, it depends specifically ...
- Sat Nov 27, 2021 11:47 am
- Forum: General
- Topic: Looking for Doom2 Music Replacements
- Replies: 2
- Views: 2073
Re: Looking for Doom2 Music Replacements
Attached is a musical tribute to Mark Klem , the maestro of the early Doom modding scene. It replaces the music for maps 01 to 30 and the intermission screen. The text file has more info. I had no intention of making my own music compilation when I started this thread several days ago. For one thing ...
- Mon Nov 22, 2021 5:55 pm
- Forum: General
- Topic: Looking for Doom2 Music Replacements
- Replies: 2
- Views: 2073
Re: Looking for Doom2 Music Replacements
Here are the .wad music replacements for Doom 2 I've enjoyed so far: * The Cipherz compilation of rock covers of the Bobby Prince originals is the best one of these I've heard for Doom2. The Mediafire link at the bottom of the post is the one I downloaded. * The Memento Mori soundtrack from 1995 is ...
- Mon Nov 22, 2021 5:31 pm
- Forum: General
- Topic: Looking for Doom2 Music Replacements
- Replies: 2
- Views: 2073
Looking for Doom2 Music Replacements
I'm currently searching for .wad files with various types of music for use with the Doom 2 Iwad. (I want .wad so I can use them for watching demos , which can't be done in GZDoom. I use the recommended dsda-doom source port to watch them.) I've already found several good ones, which I'll share in ...
- Sat Nov 20, 2021 5:26 pm
- Forum: General
- Topic: Cool mods people might have missed.
- Replies: 645
- Views: 332794
Re: Cool mods people might have missed.
If you want more enemies, even many more enemies , for any Doom map, I made two mods worth checking out: Dynamic Enemy Reinforcements does an excellent job of spawning extra enemies in an unpredictable manner throughout the course of a map. It has console variables to configure it to your liking ...
- Tue Nov 16, 2021 11:44 am
- Forum: General
- Topic: Any megawads that has small sized maps.
- Replies: 14
- Views: 7092
Re: Any megawads that has small sized maps.
I recommend looking into this wiki category:
https://doomwiki.org/wiki/Category:PWAD ... strictions
Most of the wads there are small maps. Some have been listed here in the thread.
https://doomwiki.org/wiki/Category:PWAD ... strictions
Most of the wads there are small maps. Some have been listed here in the thread.
- Wed Nov 10, 2021 10:32 pm
- Forum: General
- Topic: Looking for a Monster Pack?
- Replies: 144
- Views: 172386
Re: Looking for a Monster Pack?
EVP has a monsters-only version. The spoiler tag there shows the roster.
(And fyi - the first post of this thread has 2 misformatted links towards the bottom)
(And fyi - the first post of this thread has 2 misformatted links towards the bottom)
- Wed Nov 10, 2021 9:08 pm
- Forum: General
- Topic: Appreciation for the ZDoom legacy
- Replies: 2
- Views: 546
Appreciation for the ZDoom legacy
Happened to come across the Caco17 Lifetime Achievement tribute to Marisa Heit earlier today. As someone who first played classic Doom about 12 months ago (on GZ of course), I was previously unaware of it. So I decided to post it here to help others like me get more appreciation for the hard work ...
- Thu Oct 14, 2021 7:04 pm
- Forum: Gameplay Mods
- Topic: Clone Enemies v2
- Replies: 3
- Views: 4107
Re: Clone Enemies v2
I just released version 2 of this mod, which is attached in the first post. (It replaces the original file, which had been downloaded 180 times.) As explained in the first post, the main change is adding the clones_chance CVar. The other change is increasing the All Other slider to a maximum of 4 ...
- Thu Oct 14, 2021 6:25 pm
- Forum: Gameplay Mods
- Topic: Dynamic Enemy Reinforcements v3
- Replies: 24
- Views: 15228
Re: Dynamic Enemy Reinforcements v3
Just a minor FYI -- in the exclusions portion of the code, I added 4 EVP enemies, because that's the mod I always use. But the ClassNames were all changed at some point, adding underscores. So now "EVPSpectre" is "EVP_Spectre"; same for the others. I mention it because I'm done making changes to DER ...
- Fri Aug 20, 2021 8:17 pm
- Forum: Gameplay Mods
- Topic: Dynamic Enemy Reinforcements v3
- Replies: 24
- Views: 15228
Re: Dynamic Enemy Reinforcements v3
Gustavo, that's cool you have ideas you want to try. Feel free to make whatever changes you want to the code and share them here on the forum, on Github, or wherever. You won't offend me by sharing your fork. At this point, I'm content with DER as-is. I also have no desire to test any changes (that ...
- Thu Aug 19, 2021 4:16 pm
- Forum: Gameplay Mods
- Topic: Dynamic Enemy Reinforcements v3
- Replies: 24
- Views: 15228
Re: Dynamic Enemy Reinforcements v3
Oh! I like this mod so far, adds variety and ongoing life to gameplay :) How about adding a delay between spawning enemies? Would make it look a bit more fluid (a bit less mechanic? I guess?), and also would reduce the chance for lag spikes on the ZScript VM. :D Glad you're enjoying it, but to ...
- Thu Apr 08, 2021 7:50 pm
- Forum: Script Library
- Topic: [ZScript] Port of DaZombieKiller's footsteps
- Replies: 21
- Views: 9460
Re: [ZScript] Port of DaZombieKiller's footsteps
Attached is my refactor of this code, which I did as part of my personal fork of EVP . Note that one comment mentions AutoWalking, which is provided by my AutoMove mod. You don't need this mod to use my Footsteps code. (For EVP users, I retained only one CVar, but it's named differently than regular ...