Search found 46 matches
- Mon Oct 30, 2017 3:58 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Puff actors not spawning exactly at hitscan line termination
- Replies: 5
- Views: 569
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_3kEpD...
- Mon Oct 30, 2017 7:38 am
- Forum: Closed Bugs [GZDoom]
- Topic: Puff actors not spawning exactly at hitscan line termination
- Replies: 5
- Views: 569
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.
- Sun Oct 29, 2017 9:14 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Puff actors not spawning exactly at hitscan line termination
- Replies: 5
- Views: 569
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&...
- Fri Feb 10, 2017 4:11 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 758093
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 scrip...
- Mon Feb 06, 2017 4:21 pm
- Forum: Editing (Archive)
- Topic: Pain and damage types
- Replies: 1
- Views: 351
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 temporari...
- Sun Feb 05, 2017 11:13 pm
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1181
- Views: 390760
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.
;_;
;_;
- Fri Jan 20, 2017 12:28 am
- Forum: Resources
- Topic: (Resources)The works of David G
- Replies: 463
- Views: 69931
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.
- Mon Jan 16, 2017 12:42 am
- Forum: Gameplay Mods
- Topic: D4T (New v2.5 Trailer pg 47)
- Replies: 714
- Views: 151581
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...
- Tue Aug 04, 2015 10:04 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30854
- Views: 1863086
- Wed Oct 01, 2014 1:53 pm
- Forum: Gameplay Mods
- Topic: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~
- Replies: 1163
- Views: 267280
Re: [WIP][Beta][Cool] \m/ -~={ DEMONSTEELE }=~- \m/
Term pls no, I need my free time for classwork. Damn you.
- Fri Apr 25, 2014 12:47 pm
- Forum: Abandoned/Dead Projects
- Topic: Knee-Deep in the Money: Episode 1
- Replies: 33
- Views: 4279
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.
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.
- Tue Apr 01, 2014 12:45 pm
- Forum: Abandoned/Dead Projects
- Topic: [Zandro] ROOTPAIN II: BUTTPAIN - The Wrecktum Analhilation
- Replies: 36
- Views: 8405
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.
- 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: 11277
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.
- Fri Nov 08, 2013 6:39 pm
- Forum: Editing (Archive)
- Topic: Racing engine script?
- Replies: 51
- Views: 3248
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.
- Tue Oct 29, 2013 7:15 pm
- Forum: Gameplay Mods
- Topic: Accessories to Murder (ww-doomnukem): on Github
- Replies: 1271
- Views: 158942
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.