Search found 26 matches

by void
Thu Sep 05, 2013 12:15 pm
Forum: Gameplay Mods
Topic: [WIP] Void's Red Alert Doom Mod
Replies: 12
Views: 3320

Re: [WIP] Void's Red Alert Doom Mod

All-Out War is actually based on C&C: Renegade , not Red Alert. I think, in terms of the RTS games, the tech used is closest to Tiberian Sun, but I'm no C&C guru. True, but I mean it still has the basic feel of a C&C game which is what I was originally going for.. Of course thier mod is very ...
by void
Thu Sep 05, 2013 11:42 am
Forum: Gameplay Mods
Topic: [WIP] Void's Red Alert Doom Mod
Replies: 12
Views: 3320

Re: [WIP] Void's Red Alert Doom Mod

Why can't you just make red alert themed monsters/weapons/maps... why bring RTS into a game that clearly will never even come close to matching a RTS, with no advantages. This. I've never understood how ZDoom Wars got so popular when this is true. That's because it's not. Plenty of people enjoy ...
by void
Thu Sep 05, 2013 12:20 am
Forum: Gameplay Mods
Topic: [WIP] Void's Red Alert Doom Mod
Replies: 12
Views: 3320

Re: [WIP] Void's Red Alert Doom Mod

I love how everyone guessed/suggested the exact opposite of what I had planned for the mod. I feel like the one guy who went to a fancy tuxedo-wearing party wearing a t-shirt and sweat pants. Well here's what I can and can't do. Can't do--------- 1. Zdoom isn't multiplayer, this mod is meant for ...
by void
Wed Sep 04, 2013 12:39 pm
Forum: Gameplay Mods
Topic: [WIP] Void's Red Alert Doom Mod
Replies: 12
Views: 3320

[WIP] Void's Red Alert Doom Mod

Well, after getting kind of bored of DECORATE, I started meddling around in sprite-making, and so I thought of turning doom into an RTS game, like Command and Conquer: Red Alert 2/3. So that's what I did. Basically, the game functions like a FPS version of red alert 2. You start out only able to ...
by void
Mon Jul 08, 2013 11:53 am
Forum: Gameplay Mods
Topic: More random mods
Replies: 8
Views: 1777

Re: More random mods

lame ass download link. ill play this when you figure out how to upload and post pix. I was told to use mediafire.. Is there an even better upload site out there I should be using? Or should I make multiple links from now on, using mediafire for some, and some other more-compatible link for people ...
by void
Sat Jul 06, 2013 11:00 am
Forum: Gameplay Mods
Topic: More random mods
Replies: 8
Views: 1777

Re: More random mods

The mods sound awesome but can you upload the mods to somewhere like mediafire? I don't want to have to create an account just to download your mod. Sorry about that, I keep forgetting mediafire exists, yet I use thier links all the time.. I'll make sure to use mediafire from now on, I'll keep a ...
by void
Wed Jul 03, 2013 5:52 pm
Forum: Gameplay Mods
Topic: More random mods
Replies: 8
Views: 1777

More random mods

Here's 2 more mods that I've made.. The BFG Series - A mod that has every BFG weapon that led up to the BFG 9000, along with some experimental versions. BFG 1000 through 9000, and other versions like the beta version of the BFG9000, and the BFG10000 from skulltag.. The mod comes with a text file ...
by void
Fri May 17, 2013 1:01 am
Forum: Gameplay Mods
Topic: Void's Mod Packs
Replies: 3
Views: 1421

Re: Void's Mod Packs

but It gets me thinking about how cool it would be to implement a "Matrix/Max Payne" mode where the enemies slow down and you stay at the same speed. That is very possible, but I cannot execute making such a mod with my skill, and probably won't seek to in the future.. Making the enemies slow but ...
by void
Thu May 16, 2013 9:39 pm
Forum: Gameplay Mods
Topic: Void's Mod Packs
Replies: 3
Views: 1421

Void's Mod Packs

Well, I've gotten into modding just a bit, and wanted to show off the stuff I've made through doodling around with DECORATE and what-not. But I didn't want to waste anyone's time with a single mod, so I took the shotgun approach. 2 packs of 3 mods. A "Difficulty Pack", and a "Chrono Pack". The ...
by void
Fri May 18, 2012 9:05 pm
Forum: Abandoned/Dead Projects
Topic: Social Army
Replies: 12
Views: 1561

Re: Social Army

After playing it some, summoning all the allie monsters and taking a look at it I found this much out. There are voices/allies from 3 different games in it. Team Fortress 2, Left 4 dead, and left 4 dead 2. Teamfortress 2: Sniper - Uses sniper zombie sprite, fires a sniper rifle Spy - Dark blue ...
by void
Thu May 03, 2012 5:25 pm
Forum: Editing (Archive)
Topic: ACS_Execute not working! (Resolved)
Replies: 13
Views: 793

Re: ACS_Execute not working! (Resolved)

It worked fine.. I guess I was just doing something wrong... Well, thanks for the help.
by void
Thu May 03, 2012 3:39 pm
Forum: Editing (Archive)
Topic: ACS_Execute not working! (Resolved)
Replies: 13
Views: 793

Re: ACS_Execute not working! (Resolved)

Are you using Print or PrintBold to print the colored message? Because with Print, the message would only display on... the monster's screen. Which would be consistent with it seemingly not working; whereas from the console it's displayed on the console player's screen, so it is seen to work. Hit ...
by void
Thu May 03, 2012 3:29 pm
Forum: Editing (Archive)
Topic: ACS_Execute not working! (Resolved)
Replies: 13
Views: 793

Re: ACS_Execute not working!

Strange, because I've never gotten A_Explode to ever work properly unless it was in the death state or in a projectile.. Anyway.. The print function on the script works perfectly, the script itself works perfectly, it's the ACS_Execute on the death state of the monster that's not working properly ...
by void
Thu May 03, 2012 3:02 pm
Forum: Editing (Archive)
Topic: ACS_Execute not working! (Resolved)
Replies: 13
Views: 793

Re: ACS_Execute not working!

The script terminates another script, and prints a colored message, which works when I use the console command "puke", so I know the script itself is working. The 1 is for the map, yeah.. The script is on the first map. I do that with all ACS_Execute things I use, and all the other ones worked just ...
by void
Thu May 03, 2012 2:36 pm
Forum: Editing (Archive)
Topic: ACS_Execute not working! (Resolved)
Replies: 13
Views: 793

Re: ACS_Execute not working!

I just want to know why, in this specific instance, ACS_Execute does not work, and how I can GET it to work..

Is it true it can't be used in the death state? Or is there some other cause?

EDIT: Tried ACS_ExecuteAlways, and it didn't work either.

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