Search found 10 matches
- Thu Apr 20, 2023 9:40 pm
- Forum: Rules and Forum Announcements
- Topic: Changes In Forum Administration
- Replies: 134
- Views: 45855
Re: Changes In Forum Administration
I haven't made any comments yet and I need to get this out of my head. I have been a lurker on these forums for almost 20 years, I have seen it all and I remember it all. I feel as I read these posts and the fallout from this that everyone tends to forget that they are dealing with people, their ...
- Mon Jan 02, 2023 7:41 am
- Forum: Off-Topic
- Topic: The Force Engine - New Dark Forces Sourceport
- Replies: 17
- Views: 5614
Re: The Force Engine - New Dark Forces Sourceport
Anyone got this to work as a drop-in replacement for the OG Steam game, so that we could get Steam to track play time? If you go to "Steam/SteamApps/Common/Dark Forces/Dosbox", rename Dosbox.exe to something else (I always default to dosbox.exe.old). Copy your Force Engine install to the dosbox ...
- Tue Dec 20, 2022 7:36 pm
- Forum: Script Library
- Topic: The Fake Jump!
- Replies: 7
- Views: 2512
Re: The Fake Jump!
I love this, it solves a problem I could have sworn only I had. Great work!!!
- Tue Dec 06, 2022 2:03 am
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.10.0 released
- Replies: 23
- Views: 30021
Re: GZDoom 4.10.0 released
Thanks Marisa, appreciate it.
- Sun Dec 04, 2022 11:12 am
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.10.0 released
- Replies: 23
- Views: 30021
Re: GZDoom 4.10.0 released
Awesome, thanks for all your hard work. "Allow assigning IQM frames by animation name plus frame offset." Does this mean that we can now write the name of the animation we have in the action editor of Blender in Modeldef? So instead of: FrameIndex 0000 A 0 0 we can write: (Name of Action Editor ...
- Sat Dec 03, 2022 4:35 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Iteration 000: Halloween 2022 (Doom 2 Partial TC)
- Replies: 4
- Views: 1697
Re: Iteration 000: Halloween 2022 (Doom 2 Partial TC)
Thanks J, appreciate it. When I originally made this I gave myself 7 days to finish it, with feature creep and some "slight" time mismanagement I didn't have as much time to put into the weapons as I would have liked. Since then I have gone back in and adjusted the enemies, added a ranged attack to ...
- Wed Nov 30, 2022 6:45 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Iteration 000: Halloween 2022 (Doom 2 Partial TC)
- Replies: 4
- Views: 1697
Re: Iteration 000: Halloween 2022 (Doom 2 Partial TC)
I wasn't planning on a Christmas version, but that's not a bad idea. Maybe with Krampus as the end boss
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- Sun Nov 27, 2022 11:06 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.9.0 released
- Replies: 61
- Views: 29945
Re: GZDoom 4.9.0 released
Just wanted to say how excited I am about IQM finally being introduced. It will open so many doors as far as modding and game development. I have been playing with it in the dev builds and it makes life so much easier for animating, thanks to all involved!
- Sun Nov 27, 2022 11:04 pm
- Forum: Off-Topic
- Topic: New Member Introductions
- Replies: 794
- Views: 201225
Re: New Member Introductions
Hey all, long time forum lurker. I have been playing Doom since around 96', I have been making demo projects and maps for doom for years and never released anything. I just recently decided that I was going to start releasing the things I make, as I figured what's the point if they are just sitting ...
- Sun Nov 27, 2022 9:05 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Iteration 000: Halloween 2022 (Doom 2 Partial TC)
- Replies: 4
- Views: 1697
Iteration 000: Halloween 2022 (Doom 2 Partial TC)
Edit: Any and all feedback greatly appreciated for anyone who has played or finished this. Hey all, long time lurker even registered for an account a while ago but never posted. I have been making levels and demo projects with the GZDoom engine for a long time but never released anything. Got to a ...