Search found 207 matches

by Doominer441
Tue Sep 23, 2025 12:47 am
Forum: Bugs [GZDoom]
Topic: [gzdoom-x64-g4.15pre-569-gdadfade12] Warping sprites clip oddly
Replies: 0
Views: 101

[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 ...
by Doominer441
Mon Sep 22, 2025 7:57 pm
Forum: Levels
Topic: <WIP> Doom II Superficial Update
Replies: 21
Views: 13896

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.
by Doominer441
Tue Aug 12, 2025 7:18 pm
Forum: Assets (and other stuff)
Topic: (Texture Editing) Help with filthy textures
Replies: 4
Views: 107

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 ...
by Doominer441
Tue Aug 12, 2025 5:33 pm
Forum: Assets (and other stuff)
Topic: (Texture Editing) Help with filthy textures
Replies: 4
Views: 107

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 ...
by Doominer441
Tue Aug 12, 2025 1:52 pm
Forum: Assets (and other stuff)
Topic: (Texture Editing) Help with filthy textures
Replies: 4
Views: 107

(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 ...
by Doominer441
Wed Feb 26, 2025 4:15 pm
Forum: Requests
Topic: ---
Replies: 0
Views: 1406

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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: 1387

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: 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!
by Doominer441
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 ...
by Doominer441
Tue Sep 24, 2024 11:23 am
Forum: Resources
Topic: Fletcher's Spritestack
Replies: 12
Views: 15896

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: 5968
Views: 662321

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: 154720

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: 154720

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: 4988
Views: 1241362

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: 177

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 ...

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