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Ashat Maself
Posts: 61
Joined: Fri Apr 02, 2021 5:32 am

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

Post by Ashat Maself »

The link is dead, could you please upload to dropbox or google drive?
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Reactor
Posts: 2091
Joined: Thu Feb 03, 2011 6:39 pm
Location: Island's Beauty, Hungary

Re: Seeking musician(s) for Doom II mapset

Post 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.
Dark Jaguar
Posts: 28
Joined: Fri Jul 13, 2018 9:35 am

Re: Doom Loot Box Mod

Post by Dark Jaguar »

Sigh, this game isn't going to last long if the developers don't support it with more costume packs.

/sarcasm
rayburn
Posts: 43
Joined: Sun Oct 14, 2018 6:30 pm

Re: Frightened monsters - option to attack more often

Post by rayburn »

Well, this is just sad. Here I was looking for exactly the same thing.
64palm
Posts: 51
Joined: Sat Apr 10, 2021 7:18 am
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Urban Slaughter (released)

Post by 64palm »

hello can i have a map only
i want play with some zombie monster from resident evil
Heracles
Posts: 1
Joined: Wed Aug 04, 2021 2:35 pm

Re: Subtle Lighting

Post by Heracles »

This is great. Simple, yet it really adds a lot more charm to the levels.
64palm
Posts: 51
Joined: Sat Apr 10, 2021 7:18 am
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Urban Slaughter (released)

Post by 64palm »

where i can find map only ?
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Ashat Maself
Posts: 61
Joined: Fri Apr 02, 2021 5:32 am

Re: Seeking musician(s) for Doom II mapset

Post by Ashat Maself »

You could always use music from other games
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(:<
Posts: 16
Joined: Wed Feb 12, 2020 1:23 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: (WIP) Doom: The Absolution

Post by (:< »

when are you planning on releasing it
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Armolitskiy
Posts: 12
Joined: Mon Jul 19, 2021 9:47 pm
Graphics Processor: Intel (Modern GZDoom)

Re: DoomDynMus - a dynamic music mod

Post by Armolitskiy »

New update, please?
RetroAkaMe
Posts: 1
Joined: Tue Aug 31, 2021 7:47 am
Graphics Processor: Intel with Vulkan/Metal Support

Re: Standalone Game Template

Post by RetroAkaMe »

You rock!
Scuba Steve
Posts: 1055
Joined: Sat Mar 27, 2004 8:56 pm

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

Post by Scuba Steve »

Any update?
SLON
Posts: 134
Joined: Fri Feb 10, 2017 2:09 pm
Graphics Processor: nVidia (Modern GZDoom)

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

Post by SLON »

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).
Guest

Re: Pistol start

Post by Guest »

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:
ELPoder36
Posts: 18
Joined: Sat Oct 19, 2019 8:54 pm
Graphics Processor: nVidia (Legacy GZDoom)

Re: [ACS] CheckSight

Post 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 [wiki=Transfer_Heights]fake floors[/wiki].
  • 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 [wiki=GetActorAngle]simulate it[/wiki], and [wiki=distance]distance[/wiki] 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

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