Search found 2063 matches

by Ozymandias81
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.
by Ozymandias81
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
by Ozymandias81
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. :wub:
by Ozymandias81
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.
by Ozymandias81
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 ...
by Ozymandias81
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 ...
by Ozymandias81
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 ...
by Ozymandias81
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 ...
by Ozymandias81
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 ...
by Ozymandias81
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 ...
by Ozymandias81
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!
by Ozymandias81
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 ...
by Ozymandias81
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 ...
by Ozymandias81
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 ...

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