Search found 42 matches

by fcas3t
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 ...
by fcas3t
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 ...
by fcas3t
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 ...
by fcas3t
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 ...
by fcas3t
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 ...
by fcas3t
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 ...
by fcas3t
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 ...
by fcas3t
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.
by fcas3t
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)
by fcas3t
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 ...
by fcas3t
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 ...
by fcas3t
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 ...
by fcas3t
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 ...
by fcas3t
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 ...
by fcas3t
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 ...

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