Search found 209 matches
- Tue Oct 07, 2025 8:19 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38044
- Views: 4663177
Re: [SPRITES] Spriting Carnival!!
Considering the triple shotgun (I'm assuming that's what you're talking about) is very clearly modified from the Doom supershotgun, I highly doubt it'd be legal to use for commercial purposes.
- Sat Oct 04, 2025 2:28 pm
- Forum: Requests
- Topic: Vegeta(dw) Hexen monster reuploads
- Replies: 0
- Views: 89
Vegeta(dw) Hexen monster reuploads
Does anyone happen to have the monster spritesheets from this post? viewtopic.php?p=408840
I'm mostly only interested in the Apostle of Death, but since the rest of these sheets are gone I figured I should see if they still exist somewhere for posterity.
I'm mostly only interested in the Apostle of Death, but since the rest of these sheets are gone I figured I should see if they still exist somewhere for posterity.
- Tue Sep 23, 2025 12:47 am
- Forum: Bugs [GZDoom]
- Topic: [gzdoom-x64-g4.15pre-569-gdadfade12] Warping sprites clip oddly
- Replies: 0
- Views: 133
[gzdoom-x64-g4.15pre-569-gdadfade12] Warping sprites clip oddly
Hello, I was recently testing effects for my map involving sprites being made to warp in animdef, but I noticed a very strange behavior. When the sprites warp, it's like they'd clip where their edge went past their actual sprite dimensions. I've noticed sprites that mean to warp have a large ...
- Mon Sep 22, 2025 7:57 pm
- Forum: Levels
- Topic: <WIP> Doom II Superficial Update
- Replies: 21
- Views: 13960
Re: <WIP> Doom II Superficial Update
I hate to bump this, but there's something wrong with the file. It won't play or extract, it just says it cannot create the file at that location.
- Tue Aug 12, 2025 7:18 pm
- Forum: Assets (and other stuff)
- Topic: (Texture Editing) Help with filthy textures
- Replies: 4
- Views: 122
Re: (Texture Editing) Help with filthy textures
How exactly did you shade the stains? The restricted palette converts perfectly to Doompal so whatever you used there could work (although I also think part of my issue is the stains are all too large and obvious when they should be more subtle, especially on the tiles where big shit-brown stains ...
- Tue Aug 12, 2025 5:33 pm
- Forum: Assets (and other stuff)
- Topic: (Texture Editing) Help with filthy textures
- Replies: 4
- Views: 122
Re: (Texture Editing) Help with filthy textures
Unfortunately my textures are going to be Doom Graphics, not png, so some of what you're suggesting isn't feasible (and if I adjusted the shading, to make sure there's no aberrations when converting to Doom, it'd have to be manually adjusted since Paint.net doesn't have a way to restrict to a ...
- Tue Aug 12, 2025 1:52 pm
- Forum: Assets (and other stuff)
- Topic: (Texture Editing) Help with filthy textures
- Replies: 4
- Views: 122
(Texture Editing) Help with filthy textures
I'm making a map taking place in a crummy hotel, and I want the textures for the bathrooms to look suitably filthy. I did some palette work to convert parts of the tiles to green to imply mildew, but that wasn't enough I felt. So then I found these textures of the gungy stains from the PANEL ...
- Tue Jan 21, 2025 10:31 pm
- Forum: Assets (and other stuff)
- Topic: Graphical corruption after converting to paletted GFX?
- Replies: 2
- Views: 1403
Re: Graphical corruption after converting to paletted GFX?
It looks like its only affecting the flats you converted, paletted flats have to be specifically converted to Doom Flats, not just paletted textures. I've made the same error, and they looked like that when loaded.
- Tue Jan 21, 2025 10:27 pm
- Forum: Scripting
- Topic: ACS Looping Woes
- Replies: 2
- Views: 912
Re: ACS Looping Woes
I'm sorry for how long it took me to get back over this, but thank you, I really appreciated the help! My sanity script is fully functional now!
- Tue Jan 14, 2025 9:46 pm
- Forum: Scripting
- Topic: ACS Looping Woes
- Replies: 2
- Views: 912
ACS Looping Woes
Hello I'm working on a script thats meant to monitor the players sanity (which is measured by an invisible dummy inventory item), and cause effects as it gets lower and lower. Unfortunately, this has turned into a nightmare as the loops I'm using will not behave in the way I intend, no matter what I ...
- Tue Sep 24, 2024 11:23 am
- Forum: Resources
- Topic: Fletcher's Spritestack
- Replies: 12
- Views: 15913
Re: Fletcher's Spritestack
Hey just a heads up, a bunch of the spritesheets you posted to your tumblr are saved as jpegs, and so they're badly marred with artifacts and discolored pixels.
- Mon Sep 23, 2024 8:20 pm
- Forum: Requests
- Topic: Resource Request thread *Read 1st post*
- Replies: 5968
- Views: 662807
Re: Resource Request thread *Read 1st post*
Do there exist full rotations of the Chain Major anywhere?
- Fri Jul 12, 2024 9:51 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (Restarting Eventually)
- Replies: 422
- Views: 154825
Re: Hell-Forged - Episode 2 (Restarting Eventually)
Could the AOE be made to track the player only for a certain time, at which point it becomes locked in place so the player could still avoid it?
- Tue May 07, 2024 8:30 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (Restarting Eventually)
- Replies: 422
- Views: 154825
Re: Hell-Forged - Episode 2 (Restarting Eventually)
Wouldn't all you need to do is ensure the player can't return to the previous levels, and that the entrance to that level sequence on the hub closes itself? Like let's say you have a hub with several portals/doors to different sequences of levels. They could all be part of the same cluster/hub, but ...