Search found 10 matches

by Nihlith
Mon Sep 04, 2023 11:01 am
Forum: Levels
Topic: [WIP] Ultima Underworld level conversion
Replies: 94
Views: 58419

Re: [WIP] Ultima Underworld level conversion

Yeah, I know the sounds. There's a "wow" sound when you cast a spell and groaning sound when you fail. I haven't delved into the sound system at all. I have the VOC files and I have some MP3 versions of the music files which I found online, but that's it. I don't know how to do that. All I've found ...
by Nihlith
Fri Sep 01, 2023 7:53 pm
Forum: Levels
Topic: [WIP] Ultima Underworld level conversion
Replies: 94
Views: 58419

Re: [WIP] Ultima Underworld level conversion

I've only ripped the digitized sounds, they should all be in the UW_Sounds.pk3 package file. If you're talking about the "ïnstrument" sounds from UW1, I haven't ripped those. No, it's not a n instrumental sound. If you start Ultima Underworld in dos box and click on your runes to cast a spell, ...
by Nihlith
Thu Aug 31, 2023 10:34 pm
Forum: Levels
Topic: [WIP] Ultima Underworld level conversion
Replies: 94
Views: 58419

Re: [WIP] Ultima Underworld level conversion

@Sir Robin Your wad is gorgeous. It's so strange to run around it at those speeds. Do you remember the sound the original game makes when you try to cast a spell but you have insufficient mana? I've been looking through your tutorial and my own copy of Ultima Underworld and I can't find it anywhere ...
by Nihlith
Sun Feb 26, 2023 10:31 pm
Forum: Feature Suggestions [GZDoom]
Topic: Inventory key virtual Functions
Replies: 0
Views: 426

Inventory key virtual Functions

It would be awesome if Zscript supported virtual functions triggered by pressing the Inventory keys, stuff like A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_INVUSE, "SomeState") A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_INVNEXT, "SomeOtherState") A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_INVPRV ...
by Nihlith
Fri Feb 10, 2023 1:21 pm
Forum: TCs, Full Games, and Other Projects
Topic: Hexed Underworld - Hexen meets Ultima Underworld
Replies: 45
Views: 9043

Re: Hexed Underworld - Hexen meets Ultima Underworld

Saw this video and got an idea for your LOW gem - instead of just a shiny gem, why not make it bigger, a poly object with portals on 8 sides that you can seamlessly walk through into the other worlds? See this video near the end at about 24:20 oUCji83Xt50 I like how the music queues up and ...
by Nihlith
Wed Feb 01, 2023 4:16 pm
Forum: TCs, Full Games, and Other Projects
Topic: Unhinged 2 (Commercial) - Wishlist on Steam (Demo available!)
Replies: 14
Views: 8393

Re: Unhinged 2 (Commercial) - Demo Out! (v3)

I loved Unhinged. Never managed to beat it but it's the creepiest shit ever. I'm definitely downloading this when I get home.
by Nihlith
Tue Jan 24, 2023 10:08 pm
Forum: Gameplay Mods
Topic: [WIP] Heretic Silverspring Fortress
Replies: 6
Views: 2589

Re: [WIP] Heretic Silverspring Fortress

That is mostly true so regardless, I still look forward with the results. Oh yeah, I did forget to mention about alternate death frames for Sabreclaws which if I have to say something about it: It looks odd when they don't explode from their original which I've been used to the original death ...
by Nihlith
Mon Jan 23, 2023 7:59 am
Forum: Gameplay Mods
Topic: [WIP] Heretic Silverspring Fortress
Replies: 6
Views: 2589

Re: [WIP] Heretic Silverspring Fortress

I don't think the undead warrior normally has an extreme death sequence but I can see what I can do and clean up the other ones. All of the sprites end up in global color pallet because I make them in GIMP and import them into SLADE but you can change them to any games pallet you want once you ...
by Nihlith
Sun Jan 22, 2023 2:35 pm
Forum: Gameplay Mods
Topic: [WIP] Heretic Silverspring Fortress
Replies: 6
Views: 2589

Re: [WIP] Heretic Silverspring Fortress

That looks awesome. I might have something you're interested in. A while ago I made alternate normal death sequences for some monsters. I think it's a bit much that every time you kill a chaos serpent, golem or ophidian the damn things explode into paste even when the bare minimum of force was used ...
by Nihlith
Sat Jan 14, 2023 9:31 am
Forum: Scripting
Topic: why my weapon has unlimited ammo?
Replies: 3
Views: 557

Re: why my weapon has unlimited ammo?

The reason it does not use ammo is that you are not feeding it any action functions that check or use ammo themselves. A_SpawnItemEx does not have any flag or function to use ammo when called. What you will need to do instead is run your own ammo check logic in your Fire state. Fire: PISG A 0 A ...

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