Search found 4005 matches
- Sun Feb 19, 2023 2:30 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1707525
Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
been playing this recently. would it be possible to add a similar pickup system to the armor and boots that you have with the backpacks? picking up armor and boots then having to shuffle with the inventory to drop them gets a little bit unwieldy Eh? The Armor and Boots have an extremely extensive ...
Re: Ghastly
Rest well, Ghastly...
- Wed Mar 17, 2021 4:05 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1707525
Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Sorry 'bout the delay on THAT tweak, folks!
- Sun Apr 19, 2020 9:53 am
- Forum: Script Library
- Topic: [ZScript] Quake-style movement - v2.0.2
- Replies: 50
- Views: 33319
Re: [ZScript] Quake-style movement - v2.0.2
There's also a rather bizarre bug involving saving/loading with this. I used BTSX E1 Map02 for this test, but any should do. When you load in, have jumping and crouching enabled once you're in a map. Maybe move around a bit. Then save, exit out of (G)ZDoom entirely, and then bring it again and load ...
- Sun Apr 19, 2020 5:47 am
- Forum: Gameplay Mods
- Topic: Universal Weapon Sway
- Replies: 29
- Views: 32190
Re: [Beta] Universal Weapon Sway
This mod is pretty rad! Though there are some things I noticed.. It needs a weapon null check (any mod that can quickly take away and force a different weapon, like DRLA, will make the mod crash otherwise) Aren't all titlemaps actually named TITLEMAP? The check could probably be gamestate == GS ...
- Sun Apr 07, 2019 2:13 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1707525
Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]
You do it a day at a time. Mod progress is usually pretty chill.
- Sat Mar 09, 2019 5:21 am
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1707525
Re: DoomRL Arsenal - [1.1] [MP-B7.0]
Used to be the case prior to v1.1, there was a keyboard-only PDA before it was revamped entirely.Trar wrote:I think if the PDA were controllable with the keyboard then there wouldn't be an issue playing with no vertical mouselook, but I don't know how possible that is.
Re: Kate Fox
God.. dammit.
I always wondered how things were going after she split off from ZDoom. See ya, Kate..
I always wondered how things were going after she split off from ZDoom. See ya, Kate..
- Wed Apr 19, 2017 4:18 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1707525
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
There's shenanigans with the statusbar and user scaling when you pull up the inventory display, but other than that I don't see any problems with running it on post-zscript Q/GZDooms.NotSoHazy wrote:Anyone tried this mod with gzdoom 2.4? It works normally?
- Sun Apr 16, 2017 7:15 am
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30876
- Views: 2143313
Re: The WIP Thread
Still hella fun though.
- Sun Apr 09, 2017 2:46 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1707525
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
As for the upcoming update, can we PLEASEEEE get the ability to do Taunts? Like in MetaDoom because each time you get some rare super wanted thing or kill something with said rare thing, you reaaaaly wana say something out loud and badass about it. it will be even better if each class will have ...
- Sun Apr 02, 2017 6:57 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1707525
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Backpacks help out. 

- Sun Apr 02, 2017 3:45 pm
- Forum: Editing (Archive)
- Topic: Damage based on # of inventory item-X
- Replies: 9
- Views: 702
Re: Damage based on # of inventory item-X
That stupid, pointless amount of code bloating is exactly what he's trying to avoid.jdagenet wrote:You actually can do this in DECORATE by performing inventory state jumps that go to different damage functions.

- Sun Apr 02, 2017 8:03 am
- Forum: Editing (Archive)
- Topic: Damage based on # of inventory item-X
- Replies: 9
- Views: 702
Re: Damage based on # of inventory item-X
If pre-zscript Damage (/DamageFunction) could support using CountInv, then sure. Otherwise..Amuscaria wrote:So I didn't need Zscript for this, and could have done this directly from decorate?
- Sat Apr 01, 2017 7:54 pm
- Forum: Editing (Archive)
- Topic: Damage based on # of inventory item-X
- Replies: 9
- Views: 702
Re: Damage based on # of inventory item-X
You could probably plop in CountInv if you want it to be based off inventory item quantity.