Search found 2058 matches
- Fri Apr 12, 2024 9:14 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Doom meets Powerslave/Exhumed in DoomEXHUMED
- Replies: 2
- Views: 691
Re: Doom meets Powerslave/Exhumed in DoomEXHUMED
Finally! I am happy that you have create even here a cool thread for your project Casket, dude it has been fun, even with very little spare time, to contribute for this project... Specially regarding the nice underwater explosion effect! For all those are willingly to play this mod, for a better per...
- Wed Mar 06, 2024 3:12 pm
- Forum: Scripting
- Topic: [HELP] Create a stackable pickup which raises AirSupply by 10 every time
- Replies: 2
- Views: 140
Re: [HELP] Create a stackable pickup which raises AirSupply by 10 every time
Thank you a lot, works like a charm!
- Wed Mar 06, 2024 10:28 am
- Forum: Scripting
- Topic: [HELP] Create a stackable pickup which raises AirSupply by 10 every time
- Replies: 2
- Views: 140
[HELP] Create a stackable pickup which raises AirSupply by 10 every time
As per the thread title, I am trying to figure out if it is possible to create this kind of pickup (needed for DoomExhumed, a mod that soon will be released as demo). The effect should allow players to "stack" an addition of 10 seconds PERMANENTLY every time we collect this object, that it...
- Wed Nov 01, 2023 4:36 am
- Forum: TCs, Full Games, and Other Projects
- Topic: The City of the Damned : Apocalypse | Remaster | v2.0 | Oct, 31st 2023
- Replies: 127
- Views: 25210
Re: The City of the Damned : Apocalypse | Remaster | v2.0 | Oct, 31st 2023
Also the file tcotd2.pk3 contains the file nashgore.pk3 inside it WTF and how TF is that file inside there? It didn't exist at all during development! I thought everything was automated with batch files? Probably instead of using the batch, he rapidly built the pk3 himself, with some local stuff in...
- Tue Oct 31, 2023 5:53 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: The City of the Damned : Apocalypse | Remaster | v2.0 | Oct, 31st 2023
- Replies: 127
- Views: 25210
Re: The City of the Damned : Apocalypse | Remaster | v2.0 | Oct, 31st 2023
Also the file tcotd2.pk3 contains the file nashgore.pk3 inside it... Anyway I am very happy for this release, it has been cool to return a bit into modding after what I have been into these last 2 years. Happy spooky Halloween everyone (oh and btw there is already freedoom2.wad inside the zip file, ...
- Sat Oct 28, 2023 10:24 am
- Forum: Assets (and other stuff)
- Topic: Creating localized glyphs/characters for existing font
- Replies: 2
- Views: 773
Re: Creating localized glyphs/characters for existing font
While I have managed to sort everything out for the mod regarding splitting DBIGFONT / FON2 lumps into single glyphs, I noticed that while working on missing additional glyphs, for Italian I had to include 00E9 char because there was present 00C9, otherwise IT chars didn't get displayed on menues ( ...
- Mon Oct 09, 2023 10:49 am
- Forum: TCs, Full Games, and Other Projects
- Topic: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!
- Replies: 150
- Views: 35830
Re: REDS OVER WORLD - 30-level Cold War TC
So happy to see some of the infinite amount of models I have ripped for BoA (and actors created) now being used in some other mods... And pretty snazzy ones have to say, congrats!
- Mon Oct 09, 2023 10:45 am
- Forum: Scripting
- Topic: [HELP] Way to override Doom scrolling "The End" screen in ZScript
- Replies: 1
- Views: 586
[HELP] Way to override Doom scrolling "The End" screen in ZScript
As the title says, which code should I look on first place to override said endscreen sequence? Should I also point the custom one on MAPINFO as well? Or are there more simple solutions that I am not aware yet? I am asking for help about the subject because I need to apply 2 different images on the ...
- Sat May 20, 2023 12:37 pm
- Forum: Scripting
- Topic: [HELP]Issue with GetPlayerInput in ZScript
- Replies: 2
- Views: 330
Re: [HELP]Issue with GetPlayerInput in ZScript
Well that seems to not be the problem, since before my recent changes (now it just randomly pick states for non-Fist weapons) the function UWWeapInit was working fine on all other weapons, even Fists (which had left/right attack by checking the moveleft/right buttons). My bad, you are right, that w...
- Sat May 20, 2023 11:14 am
- Forum: Scripting
- Topic: [HELP]Issue with GetPlayerInput in ZScript
- Replies: 2
- Views: 330
[HELP]Issue with GetPlayerInput in ZScript
Long time I don't show up here, I decided some days ago to work a bit on Hexed Underworld and still didn't figure out a thing, so better ask here. While I am using the Hexen's fighter A_TryPunch action function to let this work (a copy of it, not overridden), but somehow the BT_ALTATTACK doesn't wor...
- Sat Dec 24, 2022 10:53 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [released 1.0] Batman - Rogue City
- Replies: 37
- Views: 11113
Re: [released 1.0] Batman - Rogue City
I am the one who mostly handled the credits list, though my commitment on this project is not the same seen as on Blade of Agony of BlooM. Updated credits list on the private repository, no worries.
- Tue Sep 06, 2022 10:31 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [Wolfenstein: Blade of Agony] v3.1 released (p204)
- Replies: 3214
- Views: 649175
Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)
I played with gzdoom 4.8.2. I found bugs when the mission has stealth indicator. When I crouch, The actor (or something) become taller. Go to chasecam mode, the camera goes up. The effect is I can't go somewhere or passed through with door height while crouching. If you go to somewhere with low cei...
- Mon Aug 08, 2022 5:24 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [WIP] GloomDoom TC (Gloom Deluxe, Amiga 1995)
- Replies: 25
- Views: 10930
Re: [WIP] GloomDoom TC (Gloom Deluxe, Amiga 1995)
This is some good news, happy that it has been updated! One thing though, spoilers needs to be fixed at the last image and at the end.
EDIT: using GZD 4.9 pre169, doors doesn't open at first map, only exit works. Also I can shoot through them too if I stay stitched over.
EDIT: using GZD 4.9 pre169, doors doesn't open at first map, only exit works. Also I can shoot through them too if I stay stitched over.
- Sat Jul 23, 2022 9:48 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Sapphire | Remaster | v2.0 released
- Replies: 43
- Views: 7785
Re: Sapphire | Remaster | v2.0 released
Thank you very much NovaRain, we finally going to update those lumps among all re-releases
- Tue Jul 19, 2022 8:51 am
- Forum: Script Library
- Topic: Basic Music Randomizer
- Replies: 12
- Views: 5464
Re: Basic Music Randomizer
While I am not sure if the Wumpus mod has the music randomizer, but it happened a crash while changing the midi device from Fluidsynth to anything, using GZDoom 4.9pre 115. Typing this here in case if this is the "mod" that causes such issue or if it comes from GZDoom itself. Can confirm a...