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by TheUnbeholden
Sun May 08, 2022 2:20 am
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 646183

Re: Ashes Afterglow TC - update and sterilized! Pg104

Excellent work thus far. This mod deserves all the praise its been getting as the most immersive build engine mod that for all its worth does what few games can, its making a reactive story that changes based on what we choose to do in the mod. I wasn't expecting that.
by TheUnbeholden
Thu Dec 14, 2017 12:56 am
Forum: TCs, Full Games, and Other Projects
Topic: Re: (wip) Ashes 2063 TC - THREAD EVACUATION
Replies: 1374
Views: 394101

Re: (WIP) Ashes 2063 TC - Some new shots

I think that purple skinned boss at the end of the boneyard with the rocket launcher needs some kind of close range attack. Can you give him a short range flamethrower when you get within 5 feet of him? Its the same kind of code we use for making monsters lunge towards the player.
by TheUnbeholden
Sun Dec 13, 2015 9:41 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 893918

Re: The "How do I..." Thread

Old mods are permanently supported, yes. Your mod isn't old, though. Yeah but its a selection of new and old weapons that should be able to work as 'foolproof' as possible. I'd prefer not to outright tell people to not use older wads. Rather just tell people to load them first, newer weapon mods ...
by TheUnbeholden
Sun Dec 13, 2015 9:34 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 893918

Re: The "How do I..." Thread

I understand completely. You can do whatever you like outside the range of support. It ultimately means that if something about your mod breaks, we can just ignore it as you're knowingly doing something deprecated. What? Compatibility with older mods should be maintained atleast as a secondary ...
by TheUnbeholden
Sun Dec 13, 2015 9:30 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 893918

Re: The "How do I..." Thread

edward850 wrote:KEYCONF is the outdated method. What part of "deprecated" did you not understand, there?
Yeah but it works with other KEYCONF's. Thats what I was after. What part of that do you not understand?
by TheUnbeholden
Sun Dec 13, 2015 9:26 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 893918

Re: The "How do I..." Thread

Player.WeaponSlot or Weapon.SlotNumber are the intended standards now. The former for class specific assignment, the latter for global generic assignment. KEYCONF will override all possible assignments due to it being designed pre-weapon customization. It was built for a system that had no ...
by TheUnbeholden
Sun Dec 13, 2015 9:13 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 893918

Re: The "How do I..." Thread

Do not mix the deprecated KEYCONF with other weapon slot assignment methods! Thats impossible because tons of old mods use it. Its unreasonable to ask every old wad to be changed. Weapon.SlotNumber should never be getting overwritten http://www.zdoom.org/wiki/Weapon_slots "This allows modders to ...
by TheUnbeholden
Sun Dec 13, 2015 9:02 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 893918

Re: The "How do I..." Thread

For some reason weapon.slotnumber isn't working for me. The weapon won't show up, if I try to give the weapon to the player as soon as I switch away it disappears. Is there any way to fix this? Any reason why it would not be working.. pretty sure that a KEYCONF should (in another mod I'm using ...
by TheUnbeholden
Sun Nov 22, 2015 10:58 am
Forum: Gameplay Mods
Topic: MoneyDoom v15.9 - reload reload never changes
Replies: 48
Views: 25313

Re: MoneyDoom - news, more info later

How much is the DLC?
by TheUnbeholden
Fri Nov 20, 2015 1:11 am
Forum: TCs, Full Games, and Other Projects
Topic: Threshold Of Pain II - ACT 2 RELEASED
Replies: 81
Views: 22835

Re: Threshold Of Pain II - ACT 2 RELEASED

Can you do less generic bunker/UAC levels and more of the varied stuff we saw in the original? If so then I'll definitely try this again when ACT 3 releases. Otherwise, it just seems like the inferior levels 2/3/5/6 (including 6 since it was basically the same thing just with some hellish windows ...
by TheUnbeholden
Wed Nov 18, 2015 11:43 pm
Forum: Levels
Topic: Amulets and Armor Map Pack - Isle of Thanatos [released]
Replies: 9
Views: 2864

Re: Amulets and Armor Map Pack - Isle of Thanatos [released]

I remember someone was working on a TC for Zdoom for Amulets and Armor but it was way too much work. http://elzee.co.nz/elzee/aa.pk7 I think the maker of it is the lead level designer for BombShell so he hardly has time to finish it. Still its great to see the original game get some love though.
by TheUnbeholden
Thu Nov 12, 2015 3:29 pm
Forum: Gameplay Mods
Topic: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)
Replies: 350
Views: 74132

Re: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

Since CT is cool about this I'll go ahead and talk about it. Basically I want the enemies to be less demon and more human-like. That likely means replacing the more hellish fire based enemies. We have doctors and the Lich is like a mortician. I want the fatguy on the subway and the old lady with the ...
by TheUnbeholden
Mon Nov 09, 2015 1:13 am
Forum: Gameplay Mods
Topic: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)
Replies: 350
Views: 74132

Re: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

chronoteeth wrote:editing/adding code is also considered something you should ask for esp with users still hella active, at least ask ispook cuz he did the port job
Alright. I'll keep this to PM.
by TheUnbeholden
Mon Nov 09, 2015 12:35 am
Forum: Gameplay Mods
Topic: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)
Replies: 350
Views: 74132

Re: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

I'm not using any of the assets from the mod, its just a addon for those that wanted it. But Yeah I'll ask next time if I'm making a derivative or standalone using assets. Considering the crossbow was given a heavy buffing, nerfing their health shouldn't be needed. close to 300 hp for a common enemy ...

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