Thanks! Can we download all of this in a single link? And ideally formatted already for GZDoom? Or we must import frame by frame in SLADE? And the scripts for the behavior of the enemies? We should implement them ourselves? Some tips for that?
Thanks a lot.
Search found 26 matches
- Thu Oct 03, 2024 10:55 am
- Forum: Resources
- Topic: Jazzmaster9's Wolfenstein Workshop 2.0: New and Improved
- Replies: 6
- Views: 5329
- Tue Sep 10, 2024 6:16 pm
- Forum: Technical Issues
- Topic: Duke Nukem World Tour voxel pack
- Replies: 3
- Views: 879
Re: Duke Nukem World Tour voxel pack
Any other cool mods for raze games?
- Tue Sep 10, 2024 6:14 pm
- Forum: Technical Issues
- Topic: Duke Nukem World Tour voxel pack
- Replies: 3
- Views: 879
Re: Duke Nukem World Tour voxel pack
But now says ATOMIC instead of World Tour in main screen, I wonder doesnt matter?
- Tue Sep 10, 2024 6:11 pm
- Forum: Technical Issues
- Topic: Duke Nukem World Tour voxel pack
- Replies: 3
- Views: 879
Re: Duke Nukem World Tour voxel pack
oKAY solved
raze_portable.ini (copied from C:)
# This file was generated by Raze 1.10.2
[Duke.Autoload]
Path=autoload\duke3d_voxels.zip
changed the folder, updated to latest version, more instructions here: https://github.com/NightFright2k19/duke3d_voxelpack
raze_portable.ini (copied from C:)
# This file was generated by Raze 1.10.2
[Duke.Autoload]
Path=autoload\duke3d_voxels.zip
changed the folder, updated to latest version, more instructions here: https://github.com/NightFright2k19/duke3d_voxelpack
- Tue Sep 10, 2024 5:40 pm
- Forum: Technical Issues
- Topic: Duke Nukem World Tour voxel pack
- Replies: 3
- Views: 879
Duke Nukem World Tour voxel pack
Ok, I bougth Duke Nukem World Tour from Steam, copied all to M:\Raze engine\Duke Nukem 3D Twentieth Anniversary World Tour Then through M:\Raze engine>raze.exe -file Mods/duke3d_voxels.zip it works with the voxel pack (download separately) but NOT the monsters. But I want to automate this with raze ...
- Mon Sep 02, 2024 12:31 pm
- Forum: Technical Issues
- Topic: Legacy of Rust on GZDoom
- Replies: 3
- Views: 4685
Re: Legacy of Rust on GZDoom
Thanks a lot, it worked 
- Sun Sep 01, 2024 8:29 am
- Forum: General
- Topic: Help identifying this cool wad
- Replies: 2
- Views: 838
Re: Help identifying this cool wad
Thanks a lot!
- Sat Aug 31, 2024 8:40 pm
- Forum: General
- Topic: Help identifying this cool wad
- Replies: 2
- Views: 838
Help identifying this cool wad
Hello, I found this old pictures around my HDD and would like to know which wad it is to play it, since the images are only numbered and contain no other clue. Thanks in advance. https://i.ibb.co/Fb0yC0Z/1.jpg https://i.ibb.co/BfF0Skx/2.jpg https://i.ibb.co/cg01CDx/3.jpg https://i.ibb.co/Dbbw58b/4 ...
- Sat Aug 31, 2024 4:53 pm
- Forum: Technical Issues
- Topic: Legacy of Rust on GZDoom
- Replies: 3
- Views: 4685
Legacy of Rust on GZDoom
Hello everybody. I purchased Doom1+Doom2 on steam and to my dismay it doesn't have free look mouse. After playing so many wads and pk3 in GZDoom it's unplayable for me. So I did a couple of things: ask the devs in an email to kindly please add this feature to KEX engine if they see it fit, and 2 ...
- Thu Aug 29, 2024 4:03 am
- Forum: Assets (and other stuff)
- Topic: ZDoom Community Map Project Take 2.
- Replies: 2
- Views: 2697
Re: ZDoom Community Map Project Take 2.
Thanks a lot 
- Wed Aug 28, 2024 2:37 pm
- Forum: Assets (and other stuff)
- Topic: ZDoom Community Map Project Take 2.
- Replies: 2
- Views: 2697
ZDoom Community Map Project Take 2.
I recently finished (again) this level and it's absolutely mind-blowing. Congrats to all the authors. I examined the credits, and I was a bit disappointed, since it explicitly forbids any usage of the assets in your own maps. But since some monsters are in realm667, I wonder if some assets are ...
- Wed Aug 28, 2024 2:34 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Limit lines in map.
- Replies: 1
- Views: 2131
Limit lines in map.
So, I noticed that when examining a map in a very detailed map, the absolutely monstrous number of lines in the map make orientation very difficult (decoration sectors inside a room, for instance). So I was wondering if we could MARK some lines in the map editor to be “invisible” just in the map, to ...
- Thu Jan 26, 2023 2:53 am
- Forum: Levels
- Topic: [GZDoom] [WIP] Base Fehu ᚠ (OTEX textures)
- Replies: 1
- Views: 1683
[GZDoom] [WIP] Base Fehu ᚠ (OTEX textures)
Hello everybody! I'm very glad to be back, after so many years inactive. I have the Doom mapping itch again. To get defrosted and with the goal to resume my abandoned projects, I started a new project with OTEX texture set . The level name is a current provisional name, “Base Fehu” (where “Fehu” seem ...
- Mon Feb 24, 2014 2:03 am
- Forum: Abandoned/Dead Projects
- Topic: Arcturus Spiritual Invasion UP5, Welcome to the jungle
- Replies: 37
- Views: 4948
Re: Arcturus Spiritual Invasion UP4, new screenshots at the
Thank you all for your kind comments :D I really appreciate them and that someone is actually liking what I'm doing. It helps to keep my spirit up and gives me the strength to carry on with this alone (my efforts to find associates for this project had not meet with success up to the moment). About ...
- Fri Feb 21, 2014 1:31 pm
- Forum: Abandoned/Dead Projects
- Topic: Arcturus Spiritual Invasion UP5, Welcome to the jungle
- Replies: 37
- Views: 4948
Re: Arcturus Spiritual Invasion (UPDATE 3)
More: https://scontent-a-mxp.xx.fbcdn.net/hphotos-prn2/t31/q80/s720x720/1557227_10202986614528275_654103442_o.jpg https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-prn2/t31/q83/s720x720/1557227_10202986614568276_1677633990_o.jpg https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-ash4/t31/q73/s720x720 ...