Search found 202 matches
- Wed Feb 26, 2025 4:15 pm
- Forum: Requests
- Topic: Help recoloring sprites
- Replies: 0
- Views: 1367
Help recoloring sprites
I normally don't like to ask other people to help because it makes me feel lazy, but I've been struggling on this for about a month. Can someone please recolor the green for the Grell enemy's firing frames so they're red? I've tried so many times to color remap them in Slade but they inevitably come ...
- Tue Jan 21, 2025 10:31 pm
- Forum: Assets (and other stuff)
- Topic: Graphical corruption after converting to paletted GFX?
- Replies: 2
- Views: 1357
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: 904
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: 904
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: 15744
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: 5967
- Views: 660072
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: 154078
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: 154078
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 ...
- Sat May 04, 2024 8:00 am
- Forum: General
- Topic: Mod Download Broken? Request Reuploads Here
- Replies: 4973
- Views: 1223786
Re: Mod Download Broken? Request Reuploads Here
Does anyone have this map here?
viewtopic.php?p=1015960
viewtopic.php?p=1015960
- Sun Apr 14, 2024 5:46 pm
- Forum: Scripting
- Topic: Make Ghost enemies immune to splash damage.
- Replies: 1
- Views: 170
Make Ghost enemies immune to splash damage.
Hello, I was wondering if there was a way to prevent +THRUGHOST flagged actors from being harmed by splash damage. In my mod I want there to be only one weapon which can harm ghost enemies, but my explosive weapon seems to still hurt them, throwing off the entire gameplay dynamic I'm trying to ...
- Sat Mar 16, 2024 5:29 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (Restarting Eventually)
- Replies: 422
- Views: 154078
Re: Hell-Forged - Episode 2 (Restarting Eventually)
I'm glad you're still planning to return! I myself am completely unlearned in ZScript's methods, and I can definitely admit its capable of much more than what DECORATE/ACS can offer. I've tried to learn it myself but its such an alien system that nothing sticks. I hope your attempts go well! I like ...
- Thu Mar 07, 2024 8:06 am
- Forum: Scripting
- Topic: (SOLVED) LOS-base actor not executing special on "Death"
- Replies: 2
- Views: 202
Re: (SOLVED) LOS-base actor not executing special on "Death"
Thank you, that works perfectly.
- Wed Mar 06, 2024 6:32 pm
- Forum: Scripting
- Topic: (SOLVED) LOS-base actor not executing special on "Death"
- Replies: 2
- Views: 202
(SOLVED) LOS-base actor not executing special on "Death"
I'm making a series of actors for my levels. The basic feature of them is they stand in place and vanish if you look at them. I want things to happen when they do. I assumed that by making A_JumpIfInTargetLOS go to a "Death" state, it would execute any special I assign to the actors as if they were ...
- Mon Mar 04, 2024 10:28 am
- Forum: Scripting
- Topic: (SOLVED) Cigarette Script Questions
- Replies: 5
- Views: 426
Re: (SOLVED) Cigarette Script Questions
That seems to have done the trick. As a bonus, I even managed to get the cigarette butts spawning and bouncing like they're supposed to. ACTOR CigaretteCooldown : PowerupGiver { Powerup.Type "PowerCigaretteCooldown" +AUTOACTIVATE } ACTOR PowerCigaretteCooldown : Powerup { Powerup.Duration -30 ...
- Fri Mar 01, 2024 9:21 pm
- Forum: Scripting
- Topic: (SOLVED) Cigarette Script Questions
- Replies: 5
- Views: 426
Re: (REOPENED) Cigarette Script Questions
Unfortunately, I've run into a new problem. My smoke effect, CigaretteSmoker, doesn't function how I'd like. I'm trying to make a short but continuous stream of smoke coming out, but all four CigaretteSmoke actors are spawned at once, even when i add TNT1 A 250 between each A_FireCustomMissile call.