Search found 202 matches

by Doominer441
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 ...
by Doominer441
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.
by Doominer441
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!
by Doominer441
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 ...
by Doominer441
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.
by Doominer441
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?
by Doominer441
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?
by Doominer441
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 ...
by Doominer441
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
by Doominer441
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 ...
by Doominer441
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 ...
by Doominer441
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.
by Doominer441
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 ...
by Doominer441
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 ...
by Doominer441
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.

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