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by amv2k9
Tue Feb 12, 2019 5:59 pm
Forum: Resources
Topic: Making Even Strife Modding Easier Resource (MESMER)
Replies: 4
Views: 1260

Re: Making Even Strife Modding Easier Resource (MESMER)

Nash wrote:and map checksum tools are available for this kind use case, specifically.
Are you talking about compatibility.txt? Because there doesn't seem to be a page on the Wiki on how to use it.
by amv2k9
Mon Feb 11, 2019 8:50 pm
Forum: Resources
Topic: Making Even Strife Modding Easier Resource (MESMER)
Replies: 4
Views: 1260

Making Even Strife Modding Easier Resource (MESMER)

Guess I'll 𝓳𝓾𝓼𝓽 have to learn ZScript, then.
by amv2k9
Tue Jan 22, 2019 7:27 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: [ZSDF] 'ExitMessage' Block
Replies: 4
Views: 737

Re: [ZSDF] 'ExitMessage' Block

This can be closed; I didn't realize until recently that 'goodbye' can in fact take random strings defined in LANGUAGE, which means you can have as many as ten, not just the three random strings in vanilla Strife's exit message.
by amv2k9
Wed Dec 12, 2018 2:40 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: [ZSDF] 'ExitMessage' Block
Replies: 4
Views: 737

Re: [ZSDF] 'ExitMessage' Block

This already exists, at least for static, non-random messages, as the "goodbye" key. That's cool. Certainly an improvement over "WE'RE GOING TO KILL YOU!" "Thanks, bye!" , even if you can't randomize it. EDIT: I've updated the [wiki]ZDoom Strife Dialog Format[/wiki] wiki page with the exclusive ...
by amv2k9
Tue Dec 11, 2018 5:05 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: [ZSDF] 'ExitMessage' Block
Replies: 4
Views: 737

[ZSDF] 'ExitMessage' Block

The last choice in any ZSDF dialog is automatically added; a choice that simply exits the dialog without setting the conversation to another page in the process. This request is for a block that, when present, would replace the standard exit message with one that can be customized, albeit to a ...
by amv2k9
Tue Dec 11, 2018 5:03 pm
Forum: Feature Suggestions [GZDoom]
Topic: [ZSDF] Additional 'Link' Parameter & 'IfItem' Blocks
Replies: 0
Views: 293

[ZSDF] Additional 'Link' Parameter & 'IfItem' Blocks

ZSDF's paired 'link' parameter and 'ifitem' block function like A_JumpIfInventory. Problem is, you get one use of them per page, and if you're intending to make more intricate conversations, that gets really complicated really fast. So, the ability to set additional instances of these paired ...
by amv2k9
Tue Dec 11, 2018 5:01 pm
Forum: Feature Suggestions [GZDoom]
Topic: [ZSDF] 'Currency' Block
Replies: 0
Views: 360

[ZSDF] 'Currency' Block

Some of you may have noticed that in Strife's conversations, the amount of money you're carrying is now displayed at the bottom left, so you don't need to back out of the conversation to check on how much cash you have. Handy. Thing is, if you're using a different currency actor than vanilla Strife ...
by amv2k9
Tue Dec 11, 2018 3:27 pm
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30876
Views: 2142701

Re: The WIP Thread


Soon, one of the last, if not the last obstacle to making mods in Strife and making preexisting mods truly compatible in Strife, will be quashed.
by amv2k9
Sat Jun 02, 2018 3:38 pm
Forum: Graphic/Audio Patches
Topic: BTSX Music for Hexen
Replies: 7
Views: 1403

Re: BTSX Music for Hexen

No, actually. Sorry about that. I'll put the link up if/when I have it.
by amv2k9
Sat Jun 02, 2018 1:07 pm
Forum: Graphic/Audio Patches
Topic: BTSX Music for Hexen
Replies: 7
Views: 1403

BTSX Music for Hexen

Back to Saturn Hex. This got me thinking; "How would BTSX music sound in Hexen?" So, here's a selection of music from Back to Saturn X Ep 1 & 2 matched to Hexen maps. The tracks themselves have been renamed, rather than use a MAPINFO lump; this way, it shouldn't interfere with any Hexen gameplay ...
by amv2k9
Mon May 21, 2018 6:23 pm
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30876
Views: 2142701

Re: The WIP Thread

Already shown this off, but now it's animated! The ball of light in the center will be swapped out for something more appropriate to Ancient Aliens; I'm just not going to spoil it here.
https://drive.google.com/open?id=1gATpD ... VCUX3Iqk2d
by amv2k9
Fri May 18, 2018 1:40 pm
Forum: Off-Topic
Topic: RAGE 2: Post-Apocalyptic Boogaloo
Replies: 10
Views: 1736

Re: RAGE 2: Post-Apocalyptic Boogaloo

So Borderlands changed its aesthetic mid-development to differentiate itself more from Rage, Fallout 3 & other games that had been recently released or were in development that had a post-apoc setting, and now Rage 2 changes its aesthetic in a way that closely resembles Borderlands. Huh. And is it ...
by amv2k9
Fri May 18, 2018 1:22 pm
Forum: Gameplay Mods
Topic: [3.4!] FINAL DOOMER +
Replies: 1195
Views: 443343

Re: [2.4] FINAL DOOMER +

To anyone who might want to make a monster pack for FinalDoomer; make sure your monsters have Pain states longer than 1 tic. I doubt anyone would make a Pain state that short anyways, but if you do, hitting that monster with AAguy's Stasis Bow will not have the desired effect. What happens instead ...
by amv2k9
Mon May 14, 2018 5:14 pm
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30876
Views: 2142701

Re: The WIP Thread

Image
Still more from my compat pack for FinalDoomer in Heretic & Hexen. Hexen has lots of keys, it it uses Strife's keys popup to display them all.

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