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I was sitting on these for long enough. The pack at the momment is still mess. Many things don't have any code and can't be spawned in game (not even talking about DoomEdNumbers for use in editors), sizes are often wrong, sounds are non-existant, my try to make destructible furniture with nice explosion into wooden bits is laughable and has to be redone from scratch etc. But it's here for people to canibalize into their own project because I would like to see these things get used. I will be updating and adding more stuff, fixing things with aim to make this into complex base for HeXen mods. But don't expect regular updates. I make these to relax and thus it comes as I get to it.
UPDATED
Everything should be credited to the best of my ability. Credits are in code itself at the definition of each actor.
Fixed as far as I know all GLDEFS for lightsources.
Functional, stackable Ladders in HeXen style. Thanks to AFADoomer for the script.
Large evergreen trees in few color and shape variants.
Added a testmap to look around what is in the pack.
I will also have to make propper credtis list and include it in the pk3. In the meanwhile:
Spoiler:
Raven software - Heretic, Heretic II, HeXen, HeXen II, Necrodome, ShadowCaster
Blizzard - Diablo
Konami - Castlevania: Portrait of Ruin, Castlevania: Order of Ecclesia, Castlevania: Symphony of the Night, Castlevania Chronicles
serpent quest statue, cultist fire // sprites by 129thVisplane code by whirledtsar
Stuff from Realm667 by
Ettingrinder, the Hexen 64 devs, Captain Toenail, Gothic, zrrion the insect
anybody who found something they made and I didn't credit them - let me know, please
Last edited by neoworm on Mon Mar 21, 2022 1:03 pm, edited 5 times in total.
Just to let everybody know, this is not dead. Apart of creating new things I am currently working on converting all the decorations to Zscript, adding credits and adding proper functional Mapinfo with DooMednums and metadata for editor. I also converted all light sources into switchable decorations, just because I am crazy. I have to create some better folder structure in editor because originally Obstacles had something like 30 entries, now it have almost 100 and it starts to be little annoying to find anything if you don't know the name already.
I would be interested, how do you prefer to organize things in DooMbuilder?
UPDATED
Credits whould be mostly done.
Chests now work, you need to add custom variable fields with item names in editor for them to work. There are 3 lock types - lockpick, key and ornate key. Code is based on what Gutawer and Jimmy made for Faithless.
Lot of GL defs are missing also I need to add quite a few new sounds.
TODO list is in zscript.zc comments if you are interested what I plan to do before releasing 1.0 version.
UPDATE at least:
Everything should be credited to the best of my ability. Credits are in code itself at the definition of each actor.
Fixed as far as I know all GLDEFS for lightsources.
Functional, stackable Ladders in HeXen style. Thanks to AFADoomer for the script.
Large evergreen trees in few color and shape variants.
Added a testmap to look around what is in the pack.
There is still too many things that are not done or finished but at least what's in the test map is working. If anybody has any feedback, suggestions or even improves some stuff and would like it to be incorporated, let me know. I will need some help with sounds before 1.0 is released, but that still have some time.