Idiot level = 350%
Here's wad link:
http://snk.to/f-ctiar3ic
Search found 30 matches
- Sat Aug 17, 2013 6:24 pm
- Forum: Gameplay Mods
- Topic: [Merged] Trevor's Duke Port TCs
- Replies: 36
- Views: 9990
- 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)
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)
- 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.
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.
- 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!
Still, good job with the script!
- 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 ...
- 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.
I am using this for sure.
- 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 ...
- 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?
- 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 ...
- 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?
- 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 ...
- 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.
Edit: I meant Bigfont works for SBARINFO, not SetFont command.
- 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.
- 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
EDIT: I can't get this resolution to work. It still only goes up to the highest from before.
- 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?