Search found 152 matches

by Mánibranðr System
Sun Oct 29, 2017 9:02 am
Forum: Gameplay Mods
Topic: [Release] Quake 1 Stuff Ultra Reloaded - v1.2 Final
Replies: 11
Views: 10014

Re: [Release] Quake 1 Stuff Ultra Reloaded - v1.2 Final

3. They're too weak to be a pinkie replacement. 25 HP vs 150 HP The Knight works better, because despite having only 80HP they are harder to avoid taking damage from if they get too close. How about a pack of Rottweilers then? The reason why I think Rottweilers should be a replacement for the ...
by Mánibranðr System
Sun Oct 22, 2017 12:05 am
Forum: Gameplay Mods
Topic: [Release] Quake 1 Stuff Ultra Reloaded - v1.2 Final
Replies: 11
Views: 10014

Re: [Release] Quake 1 Stuff Ultra Reloaded - v1.2 Final

Really liked the changes introduced, however, i have 2 suggestions: 1 - A version with vanilla sounds: I like the original Quake sounds, they feel more metal-ish and fits the Lovecraftian artstyle of the game. 2 - HD weapons: Try using Dwere's HD weapon pack, they are faithful and bring some nice ...
by Mánibranðr System
Wed Oct 18, 2017 4:32 pm
Forum: Gameplay Mods
Topic: Downsize: Babby's first doom mod. Ver 0.21: SHOTGUN!
Replies: 56
Views: 8864

Re: Downsize: Babby's first doom mod. Ver 0.16

Zhs2 wrote:That does not drop multiple items. If anything, though, I would have suggested a NoDelay (because that blank actor will actually spawn nothing).
Ohh, okay, in that case, yeah, NoDelay would work there.
by Mánibranðr System
Wed Oct 18, 2017 4:25 pm
Forum: Gameplay Mods
Topic: [Release] Quake 1 Stuff Ultra Reloaded - v1.2 Final
Replies: 11
Views: 10014

Re: [Release] Quake 1 Stuff Ultra Reloaded - v1.2 Final

1. It boils down to ammunition availability vs damage output and average health of monsters, in maps designed to keep you fed with shotgunners and their ammo, and with the idea that the single shotgun will kill an imp with a single blow most of the time, you quickly run out of ammo as you would ...
by Mánibranðr System
Wed Oct 18, 2017 8:58 am
Forum: Gameplay Mods
Topic: HeXeReTiC Fantasy v3.2 (Update 3 Jun 2024)
Replies: 165
Views: 69809

Re: [WIP] HeXeReTiC Fantasy v0.777

Quick question, what map packs did you use as a testbed for development, and what map packs would you recommend we run this with?
by Mánibranðr System
Wed Oct 18, 2017 7:43 am
Forum: Abandoned/Dead Projects
Topic: [Release] Quake 1 Stuff ULTRA - version 2
Replies: 102
Views: 78900

Re: [Release] Quake 1 Stuff ULTRA - version 2

I have created a new thread for the continued development of this mod. go here to check it out. Any and all feedback is very much welcome, especially criticisms and your findings from attempting to break the mod.
by Mánibranðr System
Wed Oct 18, 2017 7:40 am
Forum: Gameplay Mods
Topic: [Release] Quake 1 Stuff Ultra Reloaded - v1.2 Final
Replies: 11
Views: 10014

[Release] Quake 1 Stuff Ultra Reloaded - v1.2 Final

https://i.imgur.com/TBXjY8I.png === What is this? === This is a continuation of the development of Quake 1 Stuff Ultra V2 by HorrorMovieGuy, who has so graciously given me permission to continue work on it. This mod was originally a port of Quake 1's gameplay to the Zandronum engine for the ...
by Mánibranðr System
Wed Oct 18, 2017 5:52 am
Forum: Gameplay Mods
Topic: Downsize: Babby's first doom mod. Ver 0.21: SHOTGUN!
Replies: 56
Views: 8864

Re: Downsize: Babby's first doom mod.

Its simple, just use this Actor ShotgunAttachmentSpawner { DropItem ShotgunAttachment DropItem ShotgunShells DropItem ShotgunShells States { Spawn: TNT1 A 0 A_Fall Stop } } Why are you using a blank actor? It would be a lot more efficient to inherit from RandomSpawner, and you can use the other 2 ...
by Mánibranðr System
Sat Oct 14, 2017 12:53 am
Forum: Graphic/Audio Patches
Topic: Voxel Chibi Doom! Version 5.2 (Jan 24 2020)
Replies: 79
Views: 36071

Re: Voxel Chibi Doom! Update: 10/12/2017

Just as a reminder, you forgot to add A_BossDeath in the Baron's Death state. You might wanna fix that for the next release asap.
by Mánibranðr System
Wed Oct 04, 2017 7:53 am
Forum: Editing (Archive)
Topic: Weird problem: unable to pick up a weapon.
Replies: 1
Views: 3891

Re: Weird problem: unable to pick up a weapon.

Ugh, never mind, I just figured it out. It was the fucking KEYCONF file all along.
by Mánibranðr System
Wed Oct 04, 2017 7:20 am
Forum: Editing (Archive)
Topic: Weird problem: unable to pick up a weapon.
Replies: 1
Views: 3891

Weird problem: unable to pick up a weapon.

Allright, so for context on this, I am working on merging the codebase of HorrorMovieGuy's QuakeStuffUltra with my patch since I got permission to keep working on the mod and I ran into a very strange issue. I managed to merge the Decorate code of the Axe and Single Shotgun without issues, but once ...
by Mánibranðr System
Tue Sep 05, 2017 9:11 am
Forum: Abandoned/Dead Projects
Topic: [Release] Quake 1 Stuff ULTRA - version 2
Replies: 102
Views: 78900

Re: [Release] Quake 1 Stuff ULTRA - version 2

Has anyone seen HorrorMovieGuy lately? Because I ended up loving this mod so much that I've been spending some of my free time working on the weapon code base, but until I have the go-ahead from him to work on the mod directly, I'll have to use a patch which can introduce inconveniences related to ...
by Mánibranðr System
Thu Aug 10, 2017 7:10 am
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 894062

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

Hey guys, is there any way to prevent the player from bleeding/throwing blood sprites/decals while under the effect of a protection powerup? It's kinda unrealistic that you're immune but still bleed when being hit. A_ChangeFlag("NoBlood", True) I could use a bit of help myself. https://pastebin.com ...
by Mánibranðr System
Sun Jul 30, 2017 5:24 am
Forum: Requests
Topic: Resource Request thread *Read 1st post*
Replies: 5967
Views: 659560

Re: Resource Request thread *Read 1st post*

Has anyone considered doing sprite rips of Unreal Tournament 3 weapons? If so, where can I find them?
by Mánibranðr System
Sun Jul 30, 2017 2:42 am
Forum: Levels
Topic: Obligatory - 32 Map Community Project
Replies: 4
Views: 1347

Re: Obligatory - 32 Map Community Project

Woah, woah, woah! You're jumping onto the 32 map community project bandwagon quite quickly, tone it down to 5 maps or keep it private at least. First of all, the idea is pretty stupid, since Oblige already makes pleasing maps, in gameplay and architecture (although it's repetitive) and all I can ...

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