Search found 152 matches
- 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 ...
- 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 ...
- 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
Ohh, okay, in that case, yeah, NoDelay would work there.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).
- 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 ...
- 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?
- 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.
- 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 ...
- 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 ...
- 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.
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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?
- 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 ...