Search found 2063 matches
- Wed Jul 16, 2025 7:42 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [Wolfenstein: Blade of Agony] v3.1 released (p204)
- Replies: 3217
- Views: 703265
Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)
Hello everyone, while real life and job got me busy and way less motivated for modding, some days ago I noticed that someone opened a ticket under GoG Dreamlist to see BoA added as a GoG release.
- Wed Aug 14, 2024 8:54 am
- Forum: TCs, Full Games, and Other Projects
- Topic: ZPack Rejuvenated: Random Maps for GZDoom | v2.0 released
- Replies: 18
- Views: 7811
Re: ZPack Rejuvenated: Random Maps for GZDoom | v2.0 released
While the mod has been already released (please give use feedbacks, they are welcome!), you can play it with GZDoom 4.11 or higher FYI
- Sat Aug 10, 2024 4:07 am
- Forum: TCs, Full Games, and Other Projects
- Topic: ZPack Rejuvenated: Random Maps for GZDoom | v2.0 released
- Replies: 18
- Views: 7811
Re: ZPack Rejuvenated: Random Maps for GZDoom
What a trip it has been, but hey it is done now! Next: ZDCMP1-2 and... UTNT. 

- Tue Jul 02, 2024 9:28 am
- Forum: Resources
- Topic: [RES] Ozy81 Rips - 43 LINKS, CRUSADERS OF M&M ADDED
- Replies: 60
- Views: 22471
Re: [RES] Ozy81 Rips - 43 LINKS, CRUSADERS OF M&M ADDED
Aaand almost all links have now been updated, so from today most of my work has been moved to a new GDrive profile, for a better preservation. Stay tuned for more to come, in the nearly future.
- Sun Jun 23, 2024 11:13 am
- Forum: Resources
- Topic: [RES] Ozy81 Rips - 43 LINKS, CRUSADERS OF M&M ADDED
- Replies: 60
- Views: 22471
Re: [RES] Ozy81 Rips - 43 LINKS, CRUSADERS OF M&M ADDED
Hello everyone, I am back for a bit with this useful thread I opened years ago. The reason of this bump is because I am moving all DL links to another gmail account, since I need space on my personal one. Today I have moved 15 links to my new profile, stay tuned for more updates during this summer ...
- Fri Apr 12, 2024 9:14 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Doom meets Powerslave/Exhumed in DoomEXHUMED
- Replies: 3
- Views: 2150
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 ...
- 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: 235
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: 235
[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's been ...
- 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: 28899
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: 28899
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: 895
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 - 2.0 VERSION AVAILABLE!
- Replies: 283
- Views: 94093
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: 677
[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: 468
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 ...
- Sat May 20, 2023 11:14 am
- Forum: Scripting
- Topic: [HELP]Issue with GetPlayerInput in ZScript
- Replies: 2
- Views: 468
[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 ...