Search found 75 matches
- Wed Oct 22, 2025 3:02 pm
- Forum: ZDoom (and related) News
- Topic: What’s Happening With UZDoom?
- Replies: 81
- Views: 16662
Re: What’s Happening With UZDoom?
I was curious to see how the forum here would react, and was partly worried that discussion of the whole AI controversy might be quashed since I could've sworn Graf was a moderator here. Hoping that things go well regardless, I haven't updated GZDoom in a while since haven't glommed onto any new ...
- Mon Apr 07, 2025 10:13 pm
- Forum: Gameplay Mods
- Topic: Shotgunnery mod v1.86 (latest update: 4/7/25)
- Replies: 36
- Views: 14140
- Sun Jun 16, 2024 12:21 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38051
- Views: 4676394
Re: [SPRITES] Spriting Carnival!!
"Paige no"
- Thu Feb 15, 2024 11:52 pm
- Forum: Levels
- Topic: The Vile Keep v1.93 (latest update 2/16/2024)
- Replies: 1
- Views: 1575
Re: The Vile Keep (latest update 2/15/2024)
And now...well, it's been a while, but I've updated the map a bit. Cleaned some things up here and there. 1. Fixed the inner sanctum secret being split up two secrets by a linedef. 2. Some lil tweaks to make a couple of the secrets more obvious. 3. Some misc texture and lighting tweaks in a few ...
- Tue Jun 13, 2023 12:24 pm
- Forum: Gameplay Mods
- Topic: Shotgunnery mod v1.86 (latest update: 4/7/25)
- Replies: 36
- Views: 14140
Re: Shotgunnery mod v1.81 (latest update: 6/13/23)
I return from the void with a small update. I want to eventually actually tackle some of the stuff on my to-do list but been busy juggling other stuff, but for now I remembered to tack on a minimum arming distance bit to explosive slugs.
- Wed Feb 15, 2023 8:18 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38051
- Views: 4676394
Re: [SPRITES] Spriting Carnival!!
Nice. Please tell me it goes CLANG.
- Mon Nov 07, 2022 4:30 pm
- Forum: Gameplay Mods
- Topic: Shotgunnery mod v1.86 (latest update: 4/7/25)
- Replies: 36
- Views: 14140
Re: Shotgunnery mod v1.8
And now after a bit of working on it, version 1.75 has been released. * Made the plasma shell spread more consistent with the other ammo types, from base spread of 10 to 6. * To balance for this tightened spread, and to reduce risk of lag since every pellet gives off a dynamic light, reduced base ...
- Mon Nov 07, 2022 11:10 am
- Forum: Scripting
- Topic: When making a ZScript status bar, how do you query what the currently-selected inventory hotbar is?
- Replies: 4
- Views: 407
Re: When making a ZScript status bar, how do you query what the currently-selected inventory hotbar is?
Nice, I recall looking for it a while back but failing to find it, my guess is probably didn't check the right folder.
- Mon Nov 07, 2022 10:39 am
- Forum: Scripting
- Topic: When making a ZScript status bar, how do you query what the currently-selected inventory hotbar is?
- Replies: 4
- Views: 407
Re: When making a ZScript status bar, how do you query what the currently-selected inventory hotbar is?
Ah, thanks. Works just fine. I'd figured it was likely something appended to invSel, like how another check asks for invSel.amount, but my first guesses were invSel.ID and invsel.Name. Where do you even find out any of this anyway? This is like the third or so question I've run into that boils down ...
- Sun Nov 06, 2022 5:19 pm
- Forum: Scripting
- Topic: When making a ZScript status bar, how do you query what the currently-selected inventory hotbar is?
- Replies: 4
- Views: 407
When making a ZScript status bar, how do you query what the currently-selected inventory hotbar is?
So, I'm working on an update for Shotgunnery mod, and I've rigged an item that's toggled on an off instead of being consumed like a normal invbar powerup. I wanted to have it so, when this toggleable powerup is the one currently selected, its icon changes either depending on if it's on, or possibly ...
- Thu Sep 08, 2022 10:26 am
- Forum: Gameplay Mods
- Topic: Shotgunnery mod v1.86 (latest update: 4/7/25)
- Replies: 36
- Views: 14140
Re: Shotgunnery mod v1.7
Ooh? Looks neat, guessing those could be used for ejection effects if I were to add those, otherwise not sure where they'd fit in best. They'd be hard to see in the reload animation as it is now for example, hence one can only really see a flash of the coloration during it just for consistency ...
- Wed Sep 07, 2022 9:48 am
- Forum: Gameplay Mods
- Topic: Shotgunnery mod v1.86 (latest update: 4/7/25)
- Replies: 36
- Views: 14140
Re: Shotgunnery mod v1.7
Ah, nice. I'll definitely keep it in mind for if I do overhaul it to be a recharging ability instead of a powerup, thank you. Plus now I know who to credit if I do end up going with that. :3
- Tue Sep 06, 2022 9:19 pm
- Forum: Gameplay Mods
- Topic: Shotgunnery mod v1.86 (latest update: 4/7/25)
- Replies: 36
- Views: 14140
Re: Shotgunnery mod v1.7
It's been a while, but I made a couple little updates to the mod lately, and hashed out some possible plans for further additions. For now it's just some simple stuff adding to effects. Slug impacts now have a short-range quake effect when they hit, similar to other hard-hitting effects in the mod ...
- Tue Aug 23, 2022 2:00 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38051
- Views: 4676394
Re: [SPRITES] Spriting Carnival!!
Looks neat, has a bit of a BAR vibe to it.
- Wed Aug 10, 2022 9:23 am
- Forum: Off-Topic
- Topic: Old forums theme?
- Replies: 63
- Views: 7413
Re: Old forums theme?
Post signatures are cancer on any forum TBH. Most of the time they're larger than the post content. he said, signing his post hypocritically 8-) Bit belatedly, it usually is yeah. Keeping it down to just one or two project links, three at max, seems like best practice to me for avoiding signature ...
