Search found 210 matches

by Doominer441
Mon Oct 27, 2025 10:21 am
Forum: Resources
Topic: Mike12's Resources - Cleavers, Chainsaws and Revolvers 9/2/2025
Replies: 281
Views: 96100

Re: Mike12's Resources - Cleavers, Chainsaws and Revolvers 9/2/2025

I hope it's not too much trouble to ask, but did you happen to make a pickup sprite for your revolver? The only revolver pickups I know of are that crusty Powerslave one (and Doomnukem's revolver, but not only are the proportions off but the style is too different as well), so it would be really ...
by Doominer441
Tue Oct 07, 2025 8:19 am
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38050
Views: 4674318

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.
by Doominer441
Sat Oct 04, 2025 2:28 pm
Forum: Requests
Topic: Vegeta(dw) Hexen monster reuploads
Replies: 0
Views: 116

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.
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: 140

[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: 14153

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: 165

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: 165

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: 165

(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: 1428

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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: 1436

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: 15947

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: 5970
Views: 663862

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: 155021

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?

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