Gallery of Useless Bumps
Moderator: GZDoom Developers
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- Posts: 61
- Joined: Fri Apr 02, 2021 5:32 am
Re: [WIP] Making A Game Together! - "Public Domain Game Proj
The link is dead, could you please upload to dropbox or google drive?
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- Posts: 2091
- Joined: Thu Feb 03, 2011 6:39 pm
- Location: Island's Beauty, Hungary
Re: Seeking musician(s) for Doom II mapset
You still need some music tracks? If so, I can scrape a few together for ya from Tristania 2 if that's okay.
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- Posts: 28
- Joined: Fri Jul 13, 2018 9:35 am
Re: Doom Loot Box Mod
Sigh, this game isn't going to last long if the developers don't support it with more costume packs.
/sarcasm
/sarcasm
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- Posts: 43
- Joined: Sun Oct 14, 2018 6:30 pm
Re: Frightened monsters - option to attack more often
Well, this is just sad. Here I was looking for exactly the same thing.
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- Posts: 53
- Joined: Sat Apr 10, 2021 7:18 am
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: Urban Slaughter (released)
hello can i have a map only
i want play with some zombie monster from resident evil
i want play with some zombie monster from resident evil
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- Posts: 1
- Joined: Wed Aug 04, 2021 2:35 pm
Re: Subtle Lighting
This is great. Simple, yet it really adds a lot more charm to the levels.
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- Posts: 53
- Joined: Sat Apr 10, 2021 7:18 am
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: Urban Slaughter (released)
where i can find map only ?
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- Posts: 61
- Joined: Fri Apr 02, 2021 5:32 am
Re: Seeking musician(s) for Doom II mapset
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
when are you planning on releasing it
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- Posts: 12
- Joined: Mon Jul 19, 2021 9:47 pm
- Graphics Processor: Intel (Modern GZDoom)
Re: DoomDynMus - a dynamic music mod
New update, please?
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- Posts: 1
- Joined: Tue Aug 31, 2021 7:47 am
- Graphics Processor: Intel with Vulkan/Metal Support
Re: Standalone Game Template
You rock!
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- Posts: 1055
- Joined: Sat Mar 27, 2004 8:56 pm
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- Posts: 135
- Joined: Fri Feb 10, 2017 2:09 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: [WIP-Demo avail] yet another attempt at doom evil unleas
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
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... 

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- Posts: 18
- Joined: Sat Oct 19, 2019 8:54 pm
- Graphics Processor: nVidia (Legacy GZDoom)
Re: [ACS] CheckSight
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_CheckTargetSightKate 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:
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.
- CSF_NOFAKEFLOORS - Ignores [wiki=Transfer_Heights]fake floors[/wiki].
- CSF_NOBLOCKALL - Ignores "Block Everything" lines.