Search found 30 matches

by Isaacjedi5
Sat Aug 17, 2013 6:24 pm
Forum: Gameplay Mods
Topic: [Merged] Trevor's Duke Port TCs
Replies: 36
Views: 9990

Re: Duke Nukem 64 Mod for zDOOM

Idiot level = 350%
Here's wad link:
http://snk.to/f-ctiar3ic
by Isaacjedi5
Sat Aug 17, 2013 2:59 pm
Forum: Gameplay Mods
Topic: [Merged] Trevor's Duke Port TCs
Replies: 36
Views: 9990

Re: Duke Nukem 64 Mod for zDOOM

http://snk.to/f-chk32ck7
There's your link.
Also took out SHTG B and C and used offsets (11.32 extra kb used for the same picture with 1 pixel x/y offset)
by Isaacjedi5
Sat Aug 17, 2013 10:31 am
Forum: Gameplay Mods
Topic: [Merged] Trevor's Duke Port TCs
Replies: 36
Views: 9990

Re: Duke Nukem 64 Mod for zDOOM

I'll help, I made a few changes if you want to see, such as:
Pistol Reload
Bob while firing
Weapons replaces vanilla without copying Doomeds over
Picking up an Smg without one already in your inventory gives you one,
while if you already have one, it gives you a second.
I'll post link if you want.
by Isaacjedi5
Mon Jul 29, 2013 4:12 pm
Forum: Abandoned/Dead Projects
Topic: [Dead] ACS-based headshots (no hitboxes!)
Replies: 19
Views: 10728

Re: [Modder's Resource] ACS-based headshots (no hitboxes!)

Shotgun headshots seem to work fine for me. However, with autoaim on, I cannot get a headshot.
Still, good job with the script!
by Isaacjedi5
Mon Jul 29, 2013 2:29 pm
Forum: Resources
Topic: [Midis] Blake Stone Planet Strike Midis
Replies: 1
Views: 1080

[Midis] Blake Stone Planet Strike Midis

I noticed that while MIDIs from Aliens of Gold were on the internet, there were no MIDIs of Planet Strike's music. I did find the .imf files from Video Game Music Preservation Foundation, from this page: http://www.vgmpf.com/Wiki/index.php?title=Blake_Stone:_Planet_Strike_(DOS) So I converted it in ...
by Isaacjedi5
Sat Jul 27, 2013 9:59 am
Forum: Resources
Topic: [Midi][Resource] Into The Action
Replies: 2
Views: 600

Re: [Midi][Resource] Into The Action

Why isn't this getting more attention? That's a good MIDI.
I am using this for sure.
by Isaacjedi5
Fri Jul 26, 2013 9:00 pm
Forum: Script Library
Topic: [Code] Safe and Combination without GetPlayerInput!
Replies: 3
Views: 1268

Re: [Code] Safe and Combination without GetPlayerInput!

Glad you like it! It's good to know that my first resource won't be totally looked over, even if it's just a couple of people. Helps me know that I am actually contributing a little bit. :) EDIT: What project are you using it for? I would like to see my safe system in action. Unless its not ...
by Isaacjedi5
Fri Jul 26, 2013 1:22 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: GiveInventory/TakeInventory as integers
Replies: 3
Views: 365

Re: GiveInventory/TakeInventory as integers

If you want to check if you successfully got the item (or got it taken), couldn't you do a CheckInventory function right after giving or taking the item?
by Isaacjedi5
Fri Jul 26, 2013 1:07 pm
Forum: Script Library
Topic: [Code] Safe and Combination without GetPlayerInput!
Replies: 3
Views: 1268

[Code] Safe and Combination without GetPlayerInput!

I recently read a Zdoom Wiki article about GetPlayerInput. I liked the idea of the safe thing, but the code seemed a bit too complicated for what I thought could be much, much simpler. Then, I remembered variables. :idea: So, I took some number graphics from Strife and made a good safe script to use ...
by Isaacjedi5
Fri Jul 26, 2013 1:16 am
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 901102

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

I've become aware of creating new functions in ACS. Can we do this in DECORATE, and if so, how?
by Isaacjedi5
Thu Jul 25, 2013 11:48 pm
Forum: Editing (Archive)
Topic: barrels and grenades... bounce/explode issues...
Replies: 2
Views: 330

Re: barrels and grenades... bounce/explode issues...

Possible idea, but not for sure. Make grenade damagetype "grenade " or something, then give the barrel a high damage factor for grenade damage. Assuming the grenade does direct contact damage, this means that it should do enough damage to instakill the barrel. Also, it'll only work on the barrel ...
by Isaacjedi5
Thu Jul 25, 2013 11:38 pm
Forum: Editing (Archive)
Topic: Writing Graphics with Fonts in Wad?
Replies: 2
Views: 176

Re: Writing Graphics with Fonts in Wad?

In ACS, you can use SetFont to choose "Bigfont", used for the intermissions, menus, etc. Was that what you meant? (I think it works for SBARINFO as well, not too sure though).

Edit: I meant Bigfont works for SBARINFO, not SetFont command.
by Isaacjedi5
Thu Jul 04, 2013 6:13 pm
Forum: Requests
Topic: [REQUEST] Enemy Helicopter Sprites.
Replies: 14
Views: 1962

Re: [REQUEST] Enemy Helicopter Sprites.

Have you taken a look at Twilight Warrior's helicopter? It has spinning blades, shoots, and still looks more Doom-ish. Unless your project doesn't look Doom-ish.
by Isaacjedi5
Tue Jun 18, 2013 2:10 pm
Forum: ZDoom (and related) News
Topic: ZDoom 2.7.0
Replies: 29
Views: 23847

Re: ZDoom 2.7.0

5760×3600
:shock:
EDIT: I can't get this resolution to work. It still only goes up to the highest from before.
by Isaacjedi5
Thu Mar 28, 2013 7:42 pm
Forum: Requests
Topic: [Request] Mage Status Bar Face?
Replies: 0
Views: 273

[Request] Mage Status Bar Face?

I am making a weapon wad with multiple classes, with one being a mage with Daedolon's appearance. However, I noticed that with all of the classes using Doomguy's face, it looks awkward. Does anybody have a status bar face with Daedolon in his blue robe?

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