Search found 46 matches

by Xangi
Mon Oct 30, 2017 3:58 pm
Forum: Closed Bugs [GZDoom]
Topic: Puff actors not spawning exactly at hitscan line termination
Replies: 5
Views: 672

Re: Puff actors not spawning exactly at hitscan line termina

Welp, turns out Nash's fix doesn't work, likely because the Blood actor isn't actually a puff and is therefore not subject to the flag he suggested, or some other reason. https://imgur.com/M2YA1Ks Here is a weapon, use 'give TracerShotgun' and test it out. https://mega.nz/#!u01zXZjD!6-A_XeC1TP ...
by Xangi
Mon Oct 30, 2017 7:38 am
Forum: Closed Bugs [GZDoom]
Topic: Puff actors not spawning exactly at hitscan line termination
Replies: 5
Views: 672

Re: Puff actors not spawning exactly at hitscan line termina

Thanks, I'll try that out and see if it helps. I was hoping this was something that could be remedied with an easy fix like that.
by Xangi
Sun Oct 29, 2017 9:14 pm
Forum: Closed Bugs [GZDoom]
Topic: Puff actors not spawning exactly at hitscan line termination
Replies: 5
Views: 672

Puff actors not spawning exactly at hitscan line termination

Since I don't want to have to type it all out again, here's a discord capture. https://i.imgur.com/LW3a5sA.png Essentially the source of this seems to be that the origin of a puff actor isn't necessarily in the same spot as the exact termination point of a hitscan ray, meaning that the "tracer ...
by Xangi
Fri Feb 10, 2017 4:11 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 896541

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

How do I make each monster have a constantly looping ACS script on them that takes away tokens from their inventory over time? I have #include "zcommon.acs" script "takeFearToken" (void) { while(TRUE) { TakeInventory("FearToken", 1); delay(35); } } As a basic test script, but it doesn't seem to do ...
by Xangi
Mon Feb 06, 2017 4:21 pm
Forum: Editing (Archive)
Topic: Pain and damage types
Replies: 1
Views: 428

Re: Pain and damage types

I know it's an old thread with 0 replies but I figured I should bump this question rather than make a new thread. Can we do this now with ZScript or is it still not possible? Personally I'm just wondering if I can make actors immune to certain damage types or pain from certain damage types ...
by Xangi
Sun Feb 05, 2017 11:13 pm
Forum: Gameplay Mods
Topic: [3.4!] FINAL DOOMER +
Replies: 1203
Views: 450667

Re: [POLL RESULTS!] FINAL DOOMER

Maser is very strong according to my processor. So strong I can feel it heating the room I'm playing in up whenever I fire it.
;_;
by Xangi
Fri Jan 20, 2017 12:28 am
Forum: Resources
Topic: (Resources)The works of David G
Replies: 463
Views: 78470

Re: (Resources)The works of David G

I'm not sure about image sharing sites, but MEGA is pretty big these days for file sharing. You cannot imagine my horror when I realised the "download all sprites" link was drdteam and therefore dead.
by Xangi
Mon Jan 16, 2017 12:42 am
Forum: Gameplay Mods
Topic: D4T (New v2.5 Trailer pg 47)
Replies: 714
Views: 164696

Re: [WIP] D4T: Death Foretold Out now!! pg1

Hey so I commented on the moddb page too, but specifically for imps the glory kill effect seems a bit hard to notice in the middle of firing (also since it lacks an animation people who are colorblind might not be able to see it at all on ANY monster, which would really suck for them). Also spectres ...
by Xangi
Tue Aug 04, 2015 10:04 pm
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30881
Views: 2149276

Re: The WIP Thread

xenoxols wrote:Image
My one regret is... that I have... boneitis.
by Xangi
Wed Oct 01, 2014 1:53 pm
Forum: Gameplay Mods
Topic: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~
Replies: 1163
Views: 282799

Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/

Term pls no, I need my free time for classwork. Damn you.
by Xangi
Fri Apr 25, 2014 12:47 pm
Forum: Abandoned/Dead Projects
Topic: Knee-Deep in the Money: Episode 1
Replies: 33
Views: 4735

Re: Knee-Deep in the Money: Episode 1

le epik trell xDDDDD

For real though, if you were intending to make something so terrible that it isn't legitimately good but not awful enough to be entertainingly bad, you succeeded.
by Xangi
Tue Apr 01, 2014 12:45 pm
Forum: Abandoned/Dead Projects
Topic: [Zandro] ROOTPAIN II: BUTTPAIN - The Wrecktum Analhilation
Replies: 36
Views: 9098

Re: [Zandro] ROOTPAIN II: BUTTPAIN - The Wrecktum Analhilati

I especially enjoyed the part where you go back in time to steal Hitler's wallet and punch his mother in the stomach.
by Xangi
Wed Jan 01, 2014 2:06 am
Forum: Abandoned/Dead Projects
Topic: [WIP] Brutal Doom V19 Immortal Destroyer's Add-On V5
Replies: 105
Views: 12781

Re: [New] Brutal Doom V19 Immortal Destroyer's Add-On

I have absolutely no moral objections to real gore, but some screenshots of it would be nice. It would be easier to determine at a glance if it actually looks good or not if we had some. Somehow I suspect it's not going to look very good.
by Xangi
Fri Nov 08, 2013 6:39 pm
Forum: Editing (Archive)
Topic: Racing engine script?
Replies: 51
Views: 3697

Re: Racing engine script?

Just gonna point out that the author of that mod is a shitposting moron and the mod itself is vaporware. I wouldn't be surprised if that file is some kind of trick pk3, or the "No Fun Allowed" version.
by Xangi
Tue Oct 29, 2013 7:15 pm
Forum: Gameplay Mods
Topic: Accessories to Murder (ww-doomnukem): on Github
Replies: 1271
Views: 173840

Re: Accessories to Murder (ww-doomnukem): Update 9-15

So about that pistol, making their upgrade make them into high burst-damage type autopistols might be neat.

Go to advanced search