Nr 29 was partially made by me. BTW I have a crapload more variations for that nailgun, if you are interested.
On a related note, I think I'll use some of these excellent resources for one of my upcoming projects...
Search found 101 matches
- Tue Nov 05, 2013 3:03 am
- Forum: Resources
- Topic: [RESOURCE] zrrion's Bunch O' Stuff
- Replies: 285
- Views: 97954
- Mon Sep 09, 2013 8:40 am
- Forum: Graphic/Audio Patches
- Topic: Particle Fire Enhancer Mod (v0.8)
- Replies: 90
- Views: 55210
Re: Particle Fire Enhancer Mod (v0.8)
You get used to the sound of D3 monsters fairly quickly. They are quite distinct. I am actually considering a separate version with high quality original sounds (from Perkristian's sound pack). The only difficulty that I have with that is the sheer amount of sounds that are in Doom 3 and that I need ...
- Fri Sep 06, 2013 10:04 am
- Forum: Graphic/Audio Patches
- Topic: Particle Fire Enhancer Mod (v0.8)
- Replies: 90
- Views: 55210
Re: Particle Fire Enhancer Mod (v0.8)
I am working on a load of projects at the same time usually, but I recently had some will to start working on an update to this. I started compiling a 0.9 version. First things first, I want to get rid of the many embedded wads and unused resources and make it a clean .pk3 format. Then add some ...
- Sun Sep 01, 2013 7:20 am
- Forum: Graphic/Audio Patches
- Topic: Particle Fire Enhancer Mod (v0.8)
- Replies: 90
- Views: 55210
Re: Particle Fire Enhancer Mod (v0.8)
You can use anything. Shell smoke spites are not made by me though, I think you'll find the author in the credits. IIRC those smokes are originally from Cory Whittle's Immoral Conduct, but I'm not 100%, as it has been spreading all over the mods.
- Mon Sep 03, 2012 2:50 pm
- Forum: Graphic/Audio Patches
- Topic: Particle Fire Enhancer Mod (v0.8)
- Replies: 90
- Views: 55210
Re: Particle Fire Enhancer Mod (v0.8)
Is* this mod still being updated? well, if you can look at the date when this thread was last updated, you would get your answer. best advice, dude: pm the guy who made this rather than to post something on his thread that's not currently updated. I am currently not woring on this (as I have a ...
- Fri Apr 20, 2012 9:41 am
- Forum: Gameplay Mods
- Topic: Smooth Weapons Enhanced [v3.2.1]
- Replies: 338
- Views: 154557
Re: Improving PerK's smooth animations mod
I have an alternate smooth bfg animation in my Particle Fire Enhancer mod, feel free to use it if it fits your fancy. It is modeled after the original BFG fire cycle which never uses BFGGC0, and has it's black part disappearing after fire (I assumed it to be a recoil, and thus animated it so). It ...
- Wed Apr 18, 2012 8:51 am
- Forum: Editing (Archive)
- Topic: Minigun Spindown Help
- Replies: 3
- Views: 414
Re: Minigun Spindown Help
AFAIK A_Refire causes the gun to deselect automatically when out of ammo.
In your case:
- It checks if it has ammo: it has 1.
- shoots, expends last ammo
- A_Refire is called, no ammo -> goto deselect
Placing the JumpIfNoAmmo right before the A_Refire should solve the problem.
In your case:
- It checks if it has ammo: it has 1.
- shoots, expends last ammo
- A_Refire is called, no ammo -> goto deselect
Placing the JumpIfNoAmmo right before the A_Refire should solve the problem.
- Wed Apr 18, 2012 8:43 am
- Forum: Editing (Archive)
- Topic: Jetpack help!
- Replies: 1
- Views: 291
Re: Jetpack help!
You can combine these: http://zdoom.org/wiki/ThrustThingZ http://zdoom.org/wiki/CustomInventory http://zdoom.org/wiki/Classes:ArtiFly http://zdoom.org/wiki/PowerFlight Thrust thing works on DECORATE states as well, so you can make an inventory item, that thrusts the activator up, and grant him the ...
- Mon Apr 16, 2012 8:28 am
- Forum: Editing (Archive)
- Topic: [Request] Creative Thinkers
- Replies: 25
- Views: 1021
Re: [Request] Creative Thinkers
A_Recoil :blergh: (Don't mind me...) Seems to me that the Lost Soul's behavior is a bit too... iconic to be changed up too much. As far as I know A_Recoil only moves the actor on the horizontal plane, so LS would charge above you if they started from a higher position (unless using compatibility ...
- Mon Apr 16, 2012 2:51 am
- Forum: Resources
- Topic: [RESOURCE] Sprites!
- Replies: 12
- Views: 3628
Re: [RESOURCE] Sprites!
Hmm those shotgun reload frames look eerily familiar to me...
http://forum.zdoom.org/viewtopic.php?f=37&t=31875
I also remember combining that semi-sideways pistol with the Eriance clip, but it might be coincidence.
And they look like they are on some alternate palette.
http://forum.zdoom.org/viewtopic.php?f=37&t=31875
I also remember combining that semi-sideways pistol with the Eriance clip, but it might be coincidence.
And they look like they are on some alternate palette.
- Mon Apr 16, 2012 2:39 am
- Forum: Resources
- Topic: [Monster]Vore from Quake
- Replies: 62
- Views: 8463
Re: [Monster]Vore from Quake
Just came back from Ukraine. Man I'm tired X_X there should also be fiends Well, I agree :) Like they say, when I got free time ;) I love you! :wub: Also wasn't there a semi cleaned up rotfish somewhere? Hmm let me look for it... http://forum.zdoom.org/viewtopic.php?f=3&t=15080&p=500339&hilit ...
- Mon Apr 09, 2012 6:27 am
- Forum: Resources
- Topic: [Sprites] Z86's Sprite Workshop
- Replies: 3
- Views: 1574
Re: [Sprites] Z86's Sprite Workshop
Paul's other flak gun, animated similarily to Zero Tolerance's flak gun. The gun is slightly bigger than that, and IMO it is the better looking of Paul's flak cannon variants.
- Mon Apr 09, 2012 6:23 am
- Forum: Resources
- Topic: Custom Texture Thread.
- Replies: 2577
- Views: 531969
Re: Custom Texture Thread.
Finally, non-broken starX2 stuff!DrDoctor wrote:Got some more textures...
STAR wall textures. The difference in the first row is obvious, the second row is a little more subtle.

I'd have tried to do them if no one would have done them.
- Sun Apr 08, 2012 5:09 pm
- Forum: Resources
- Topic: [Sprites] Z86's Sprite Workshop
- Replies: 3
- Views: 1574
[Sprites] Z86's Sprite Workshop
I have a few sprites laying around that I decided to release for public. These are mostly edits. Keep in mind that I prefer non-paletted pngs and keep my sprite works in these due to their versatility to be converted into any palette. The first batch will be some delicious Eriance edits: In-between ...
- Sun Apr 08, 2012 4:38 pm
- Forum: Resources
- Topic: [Monster]Vore from Quake
- Replies: 62
- Views: 8463
Re: [Monster]Vore from Quake
Brightmaps done!
With lights disabled:
With lights disabled: