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

Wed Jul 07, 2021 10:46 am

The link is dead, could you please upload to dropbox or google drive?

Re: Seeking musician(s) for Doom II mapset

Fri Jul 09, 2021 7:01 pm

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

Sun Jul 18, 2021 9:01 pm

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

Tue Jul 20, 2021 9:27 am

Well, this is just sad. Here I was looking for exactly the same thing.

Re: Urban Slaughter (released)

Thu Jul 22, 2021 8:51 am

hello can i have a map only
i want play with some zombie monster from resident evil

Re: Subtle Lighting

Wed Aug 04, 2021 2:38 pm

This is great. Simple, yet it really adds a lot more charm to the levels.

Re: Urban Slaughter (released)

Sun Aug 08, 2021 8:21 pm

where i can find map only ?

Re: Seeking musician(s) for Doom II mapset

Fri Aug 13, 2021 11:17 am

You could always use music from other games

Re: (WIP) Doom: The Absolution

Mon Aug 23, 2021 1:49 am

when are you planning on releasing it

Re: DoomDynMus - a dynamic music mod

Sat Aug 28, 2021 12:17 pm

New update, please?

Re: Standalone Game Template

Tue Aug 31, 2021 7:49 am

You rock!

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

Fri Sep 17, 2021 2:55 pm

Any update?

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

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

Tue Sep 21, 2021 9:50 pm

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

Sat Oct 02, 2021 6:48 pm

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