Search found 51 matches
- Sun Jan 26, 2014 9:24 pm
- Forum: Abandoned/Dead Projects
- Topic: SWIM [Test Release] V0.9 Gameplay Overhaul based off BD18
- Replies: 10
- Views: 2039
Re: SWIM [Test Release] V0.9 Gameplay Overhaul based off BD1
Your totally right. I tired to make them as difficult as I thought they aught to be... I'll make different types of cyberse with different behavior and difficulty based on difficulty and player count also to try and change this. So you can imagine if it's only two or four people they can get past ...
- Mon Jan 20, 2014 12:07 pm
- Forum: Abandoned/Dead Projects
- Topic: SWIM [Test Release] V0.9 Gameplay Overhaul based off BD18
- Replies: 10
- Views: 2039
Re: SWIM [Test Release] V0.9 Gameplay Overhaul based off BD1
Alright, try playing Speed of Doom MAP28-MAP30 with this. Not pleasant. I think the cyberdemon is currently overpowered I can't kill it with the BFG; the rockets are murder right now. With the /bfg/ Thanks I will work on it. I plan to make tiered fires in the BFG based on cell count like the plasma ...
- Mon Jan 20, 2014 2:18 am
- Forum: Abandoned/Dead Projects
- Topic: SWIM [Test Release] V0.9 Gameplay Overhaul based off BD18
- Replies: 10
- Views: 2039
Re: SWIM [Test Release] V0.9 Gameplay Overhaul based off BD1
I like the idea of monsters added at the beginning of the maps but there is one thing you should keep in mind. Actually when a player choose a lower difficulty that's generally because he want to have fun and survive longer to enjoy the game without having to deal with tones of monsters. So having ...
- Sat Jan 18, 2014 10:25 pm
- Forum: Abandoned/Dead Projects
- Topic: SWIM [Test Release] V0.9 Gameplay Overhaul based off BD18
- Replies: 10
- Views: 2039
Re: SWIM [Test Release] V0.9 Gameplay Overhaul based off BD1
I like the idea of monsters added at the beginning of the maps but there is one thing you should keep in mind. Actually when a player choose a lower difficulty that's generally because he want to have fun and survive longer to enjoy the game without having to deal with tones of monsters. So having ...
- Sat Jan 18, 2014 6:09 pm
- Forum: Gameplay Mods
- Topic: [WIP/Release] Brutal Doom SE
- Replies: 630
- Views: 146239
Re: [WIP/Release] Brutal Doom SE
Just dropping this comment to compliment this mod is amazing man good job!
- Sat Jan 18, 2014 5:27 pm
- Forum: Abandoned/Dead Projects
- Topic: SWIM [Test Release] V0.9 Gameplay Overhaul based off BD18
- Replies: 10
- Views: 2039
SWIM [Test Release] V0.9 Gameplay Overhaul based off BD18
6xt_sq89WHY This sums its up. Minor issues im still working out in coop, bigger issues in survival that need to be dealt with. Works on most maps great for intermediate epic battles around 1k monsters or so. Works great with chillax. PM me with any issues or ideas or whatever and if I used your ...
- Tue Oct 01, 2013 10:33 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 896541
Re: The "How do I..." Thread
Can anyone tell me.... How do I scale down a portrait for the doomguy? I mean to keep the resolution and still scale the image down so it fits in the frame (like using scale on decorate) Is there a way through acs?
- Sun Sep 22, 2013 12:00 pm
- Forum: Editing (Archive)
- Topic: Some items not respawning in multiplayer games.
- Replies: 6
- Views: 362
Re: Some items not respawning in multiplayer games.
Ok a similar question.... Is an invisible actor very tasking on the server or engine? Because I have plans to enhance monster AI using invisible actors. Im talking like fake actors and missiles to make the monsters use suppressive fires on certain areas around players, a way for certain monsters to ...
- Sun Sep 22, 2013 7:41 am
- Forum: Editing (Archive)
- Topic: Some items not respawning in multiplayer games.
- Replies: 6
- Views: 362
Re: Some items not respawning in multiplayer games.
Damnit I even checked to make sure that flag wwasnt there but holy hell i feel stupid. Im sure thats what it was
- Sun Sep 22, 2013 4:23 am
- Forum: Editing (Archive)
- Topic: Some items not respawning in multiplayer games.
- Replies: 6
- Views: 362
Re: Some items not respawning in multiplayer games.
Please dont hate me for basing a mod off of brutal doom V18. Actor TallTorch_Red : RedTorch replaces RedTorch { Health 600 height 85 radius 10 +LOOKALLAROUND +SHOOTABLE //+INVULNERABLE +NOBLOOD damagefactor "Supress", 0.0 damagefactor "Trample", 0.0 damagefactor "MeleeCheck", 0.0 damagefactor "Blood ...
- Sat Sep 21, 2013 2:01 am
- Forum: Editing (Archive)
- Topic: Some items not respawning in multiplayer games.
- Replies: 6
- Views: 362
Some items not respawning in multiplayer games.
I have a similar problem. I have so the torches of the game constantly spawn an ammo that falls from them, thats invisible (to give fire to a torch the player carries). It works just fine in single player but in multiplayer the ammo isnt spawning off the torches. Please help thx
- Tue Sep 17, 2013 10:23 pm
- Forum: Editing (Archive)
- Topic: Help with coding...
- Replies: 31
- Views: 2139
Re: Help with coding...
Thx for the tip
- Tue Sep 17, 2013 9:40 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: ACSF_LineAttack
- Replies: 16
- Views: 1559
Re: ACSF_LineAttack
Thank You!Blue Shadow wrote: If recall, there has been a change to that function after version 1.54 of ACC. You can get the latest files from here:
https://github.com/rheit/acc
- Tue Sep 17, 2013 9:31 am
- Forum: Editing (Archive)
- Topic: Help with coding...
- Replies: 31
- Views: 2139
Re: Help with coding...
if the problem was how much it was spawning it would just slow to a stop and crash. What it is doing is nothing at all, not even moving and I dont know why or how to get it moving or spawning the light as it should. I built it that way so it would be blatantly obvious that it was working
- Sun Sep 15, 2013 1:57 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: ACSF_LineAttack
- Replies: 16
- Views: 1559
Re: ACSF_LineAttack
Yes, but the args problem was with ACC, just throwing that out there for anyone else who had this problem