Please don't bump posts within a day or so. If someone knows the answer they will post.
Zandronum is probably a better choice for a mod like this though. Multiplayer through GZDoom is admittedly much clunkier. Is there some reason you think GZDoom would be a better experience?
I feel you on the spoiler'd material. That's the great thing about the show though: It's not going anywhere, and by all indications the fandom isn't either. I'm in a MLP speedwrite server and it's been a great boost for my creativity and mood to just get stories out. I only get around to publishing ...
Welcome back DoomRater :) good to see a familiar name again. Thanks for being open and asking, and bear with me as this is not something I have any experience dealing with. It's taken a few rewrites and editing to realize my typical vocabulary for expressing my position isn't really compatible with ...
Yeah I think this thread has run its course. Technically, it could theoretically be possible with lots of work and breaking everything that existing engines rely on. In real life, it's not likely to ever happen and there's plenty of other options to use. Please listen to people when they try to ...
As I understand it, Raze modding is also pretty different than GZDoom modding despite the shared codebase. You can't just load some stuff from a GZDoom mod into Raze and expect it to work in a Duke game. So like, even if GZQuake became a thing, it'd still be Quake modding underneath a GZDoom-esque ...
@RedDragonCats17 I have merged your various requests under this thread and unfortunately issued a warning. You've spammed several request threads for people to make you a frankly ridiculous amount of sprites. I'd recommend starting with a smaller proof-of-concept project and learning how to do some ...
Eh, I don't think it's that bad. The map struct has functions for setting the sound environment directly in ZScript. You don't need to futz with reverb things. native void SetEnvironment(String env); native void SetEnvironmentID(int envnum); What I consider the more annoying part is you'd have to ...
Really clever idea, I like it. Some fun tweaks might be an option where the length of i-frame scales to the amount of damage (5 damage = 1 second, 10 damage = 2 seconds, etc), or a maximum "DPS" rate (e.g. you only take a maximum of 5 damage every second, so you can be guaranteed to survive at least ...
I'm certain reverb environs can do the lowpass. It's not even hard to apply the reverb, you just change the environment variable on the sector. Annoying part is applying it to every sector the player might be in, saving any existing reverb environments (including "none"), and restoring those ...
Probably a million ways to do it. ThinkerIterator and an inventory item that plays the sound on the owner would be much more modern than A_RadiusGive and A_JumpIfInventory in the player's code. Agree with Phantom though. If this is meant for shipping something to other people, a toggle off would be ...