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Re: [WIP] Making A Game Together! - "Public Domain Game Proj

PostPosted: Wed Jul 07, 2021 10:46 am
by Ashat Maself
The link is dead, could you please upload to dropbox or google drive?

Re: Seeking musician(s) for Doom II mapset

PostPosted: Fri Jul 09, 2021 7:01 pm
by Reactor
You still need some music tracks? If so, I can scrape a few together for ya from Tristania 2 if that's okay.

Re: Doom Loot Box Mod

PostPosted: Sun Jul 18, 2021 9:01 pm
by Dark Jaguar
Sigh, this game isn't going to last long if the developers don't support it with more costume packs.


Re: Frightened monsters - option to attack more often

PostPosted: Tue Jul 20, 2021 9:27 am
by rayburn
Well, this is just sad. Here I was looking for exactly the same thing.

Re: Urban Slaughter (released)

PostPosted: Thu Jul 22, 2021 8:51 am
by 64palm
hello can i have a map only
i want play with some zombie monster from resident evil

Re: Subtle Lighting

PostPosted: Wed Aug 04, 2021 2:38 pm
by Heracles
This is great. Simple, yet it really adds a lot more charm to the levels.

Re: Urban Slaughter (released)

PostPosted: Sun Aug 08, 2021 8:21 pm
by 64palm
where i can find map only ?

Re: Seeking musician(s) for Doom II mapset

PostPosted: Fri Aug 13, 2021 11:17 am
by Ashat Maself
You could always use music from other games

Re: (WIP) Doom: The Absolution

PostPosted: Mon Aug 23, 2021 1:49 am
by (:<
when are you planning on releasing it

Re: DoomDynMus - a dynamic music mod

PostPosted: Sat Aug 28, 2021 12:17 pm
by Armolitskiy
New update, please?

Re: Standalone Game Template

PostPosted: Tue Aug 31, 2021 7:49 am
by RetroAkaMe
You rock!

Re: The City of the Damned : Apocalypse | Remaster | Dev

PostPosted: Fri Sep 17, 2021 2:55 pm
by Scuba Steve
Any update?

Re: [WIP-Demo avail] yet another attempt at doom evil unleas

PostPosted: Sat Sep 18, 2021 12:31 pm
Will you be doing the second episode? At least his map exists, and some of the parts were eventually made (not only Limbo, the unholy cathedral and the tower with the boss (although not in hell in the finale) are also in the end the remnants of this concept).

Re: Pistol start

PostPosted: Tue Sep 21, 2021 9:50 pm
by Wade Sanningham
Soo... why exactly is this a "closed" feature suggestion? Leaving aside hub maps, the vanilla behavior of pistol starting the current map after death is something a lot of people want. It's almost like.. how the game was designed to be played... :shock:

Re: [ACS] CheckSight

PostPosted: Sat Oct 02, 2021 6:48 pm
by ELPoder36
Kate wrote:After a few years, I finally got around to adding this.

bool CheckSight (int sourcetid, int desttid, int flags)
Checks to see if any actors with sourcetid can see any actors with desttid (0 can be used for either argument to mean the script activator). Return value is 1 if there is a line of sight between any two actors or 0 otherwise. The following two flags are accepted:

  • CSF_NOFAKEFLOORS - Ignores fake floors.
  • CSF_NOBLOCKALL - Ignores "Block Everything" lines.

PS: I did mention that I was going to have it count the number of actors which are visible, but I decided to let the function early out instead to avoid unnecessary extra sight checks. A loop in the script could do the counting just as easily. If you need the FOV stuff, it's not that hard to simulate it, and distance is just as simple to figure out.

Good idea, but it would be a thousand times better, if DECORATE could do a checksight that is not necessarily by default towards the PLAYER. That is, an A_CheckTargetSight