Search found 114 matches
- 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.
- 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.
- 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 ...
- 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 ...
- 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
Yeah but it works with other KEYCONF's. Thats what I was after. What part of that do you not understand?edward850 wrote:KEYCONF is the outdated method. What part of "deprecated" did you not understand, there?
- 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 ...
- 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 ...
- 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 ...
- 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?
- 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 ...
- 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.
- 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 ...
- Tue Nov 10, 2015 11:17 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Spellcross ARENA (+32 Monster Pack) - V1.04 - Last Version!
- Replies: 18
- Views: 10350
Re: [WIP] Spellcross - The Last Battle -NEW-
Can get the guy working on the Conan mod to lend you the weapons. http://forum.zdoom.org/viewtopic.php?f= ... ilit=conan
- 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)
Alright. I'll keep this to PM.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
- 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 ...