Search found 43 matches
- Tue Oct 07, 2025 8:01 am
- Forum: Gameplay Mods
- Topic: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.1
- Replies: 12
- Views: 1392
Re: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.0
i really dont know anithing about original wolfenstein but holy, this mod its so good (and hard), thanks for the good work Yeah, as a side note, I am also having trouble beating it (a lot of quick-loads lol) I will definitely going to tweak the damage and other properties to make it more plausible ...
- Tue Oct 07, 2025 7:47 am
- Forum: Gameplay Mods
- Topic: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.1
- Replies: 12
- Views: 1392
Re: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.1
If only someone would make total conversion mods and overhaul the Wolfendoom-based mods for better compatibility with gameplay mods. Similar to Doom CE. The first is planned, as I do intend to make a TC featuring elements from each of the 3 main wolf games: the 3D from 1992, RTCW and the reboot ...
- Tue Sep 30, 2025 1:59 pm
- Forum: Gameplay Mods
- Topic: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.1
- Replies: 12
- Views: 1392
Re: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.1
Just passing by to say that I've been working hard on the mod, I've just finished doing some enemies reloading animations and implemented the "enemy dropped ammo accordingly to what they had left before death". I just ask for patience for anyone interested in news as I am very compromised with real ...
- Sun Sep 21, 2025 5:52 pm
- Forum: Gameplay Mods
- Topic: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.1
- Replies: 12
- Views: 1392
Re: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.0
i really dont know anithing about original wolfenstein but holy, this mod its so good (and hard), thanks for the good work Yeah, as a side note, I am also having trouble beating it (a lot of quick-loads lol) I will definitely going to tweak the damage and other properties to make it more plausible.
- Sun Sep 21, 2025 5:49 pm
- Forum: Gameplay Mods
- Topic: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.1
- Replies: 12
- Views: 1392
Re: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.0
Nice mod, lots of little details I appreciate like the hats and helmets flying off. I think the enemies are a bit spongey, sometimes it takes about half a mag to kill and ammo is a bit more scarce, and especially at the start when your accuracy is pretty poor (unless firing in bursts) then you have ...
- Sun Sep 21, 2025 5:18 pm
- Forum: Gameplay Mods
- Topic: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.1
- Replies: 12
- Views: 1392
- Thu Sep 18, 2025 9:03 pm
- Forum: Gameplay Mods
- Topic: [WIP] Wolfenstein: Definitive Legacy Alpha v0.9.1
- Replies: 12
- Views: 1392
[WIP] Wolfenstein: Definitive Legacy Alpha v0.9.1
https://i.imgur.com/0r2uYRQ.png Greetings everyone, after more or less 2 years of working on this mod, I've finally decided it's time to launch it publicly... And so comes to this: Wolfenstein definitive legacy alpha v0.9.1 Initially I sought to maintain it for myself, but since I went too far, it ...
- Sun Jun 29, 2025 2:49 pm
- Forum: Scripting
- Topic: Change initial actor movement random direction
- Replies: 0
- Views: 66
Change initial actor movement random direction
Greetings everyone, I've noted a thing from the engine that has been bugging me...when you summon monsters from the console command they seem to always face and move to one specific direction (until purposely changing it), most of the time to the right from the automap perspective. So... The problem ...
- Tue Feb 25, 2025 11:21 am
- Forum: Scripting
- Topic: Change initial actor movement direction
- Replies: 0
- Views: 1364
Change initial actor movement direction
Greetings everyone, I've noted a thing from the engine that has been bugging me...when you summon monsters from the console command they seem to always face and move to one specific direction (until purposely changing it) , most of the time to the right from the automap perspective. So... The ...
- Fri Nov 29, 2024 8:07 am
- Forum: Scripting
- Topic: [Zscript] "friendly" monsters target other monster species
- Replies: 1
- Views: 355
Re: [Zscript] "friendly" monsters target other monster species
Managed to do it, I had to rewrite some functions regarding it...anyway, if you want to know anything else about this, just PM me, thanks even for those who just viewed it 

- Mon Nov 25, 2024 10:37 am
- Forum: Scripting
- Topic: [Zscript] "friendly" monsters target other monster species
- Replies: 1
- Views: 355
[Zscript] "friendly" monsters target other monster species
So, I've tried making a "friendly" monster be targeted by other monsters from other species to simulate an Ally team for the player, first I did with CheckProximity but the problem is that it doesn't verify species, he "looks" all around and finally, I don't know if there is another way of setting ...
- Sun Nov 03, 2024 8:16 am
- Forum: Scripting
- Topic: [Zscript] Weird crash with +FRIENDLY flag regarding custom A_ChaseFunction
- Replies: 3
- Views: 228
Re: [Zscript] Weird crash with +FRIENDLY flag regarding custom A_ChaseFunction
I did as you asked and it stopped crashing, although the actor frozes in place, and the only solution was to make him deaf Void A_ExtChase() { if(target != null) //In case it's the player... { if(target.health <= 0) //Otherwise the game will crash..since he still targets dead enemies { A ...
- Sun Nov 03, 2024 7:48 am
- Forum: Scripting
- Topic: [Zscript] Monster Armor regeneration
- Replies: 2
- Views: 393
Re: [Zscript] Monster Armor regeneration
Hey, I Just wanted to say thanks, I managed to do it, and sorry for the late reply, college obligations called for it 

- Sat Nov 02, 2024 8:04 pm
- Forum: Scripting
- Topic: [Zscript] Weird crash with +FRIENDLY flag regarding custom A_ChaseFunction
- Replies: 3
- Views: 228
[Zscript] Weird crash with +FRIENDLY flag regarding custom A_ChaseFunction
Greetings, I've been trying all day with no avail in regarding friendly monsters custom movement functions...for some weird reason, when the player fires with any weapon and makes a sound with it, the game simply crashes. If you want to know why I am doing this, it's simply because enemies and ...
- Mon Sep 16, 2024 3:47 pm
- Forum: Scripting
- Topic: [Zscript] Monster Armor regeneration
- Replies: 2
- Views: 393
[Zscript] Monster Armor regeneration
As the title implies, I've been trying with no avail to create an Armor that have regenerative purposes, think of it like a force field...I think it have something to do with the BasicArmorPickup that it will only accept another one of the same type and it dosen't work adding a BasicArmorbonus to ...