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Off-Topic • Does anyone know who these guys are? (Wolfenstein 3D: Rise Of The...

I wasn't sure if this would fit anywhere else, so i posted it here.Does anyone know what these are suppose to be? and why no one has tried to give them the full sprite treatment like some of the...

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Off-Topic • Re: Does anyone know who these guys are? (Wolfenstein 3D: Rise Of...

As I understand it, they are early versions of Rise of the Triad sprites, before they decided to go with using photos to make the sprites. I'm pretty sure that full rotations of at least some of them...

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TCs, Full Games, and Other Projects • Short Tease Of KLOINKS! - A...

Been a while since I did my first few posts, so let's see if I can do this correctly...Hello!On my offtime I've been slowly making a little standalone total conversion for GZDoom that features...

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Scripting • ZScript How to Set Actor DamageFactor dynamically

Hi, I'm looking for help on how to set a named damage type's DamageFactor dynamically.I currently have an item that modifies damage on monsters, but I realized it would be better if I could add a...

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Scripting • Spawn Item Alongside Preexisting Item

Hello again! I've been beating my head against a wall for way too long trying to figure this out, so I figured I should ask for some help.I'm currently making a Doom mod that includes a lot of custom...

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Scripting • Re: ZScript How to Set Actor DamageFactor dynamically

While I don't know if it's possible to modify damage types on the fly, you can however make an item with a ModifyDamage override that applies its own damage factors.For example:Code: //This is the...

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Scripting • Re: Spawn Item Alongside Preexisting Item

The first jump doesn't happen because the engine skips the first frame, either use the NoDelay keyword there or include an empty TNT1 A 0 frame first.However copying your code, it works fine for me,...

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TCs, Full Games, and Other Projects • Re: Short Tease Of KLOINKS! - A...

This looks neat! I'd be interested in seeing this be worked on more. The music definitely fits the tone and I love the claymation-like graphics, it's definitely unique.Statistics: Posted by...

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General • Re: ZDoom project ideas you have

Auto-follow mod.Press a button to toggle automatically following the nearest player(who is not also following you). Great for when you've played a map and the other coop player hasn't and they want to...

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Gameplay Mods • Re: Tempered Arms: A weapon mod for Hexen [v1.6.0]

Hello. Unfortunately, this great mod makes you feel a bit OP. Is there a way to make the enemies tougher/stronger (similar to the Walpurgis MOD)? That would be great...GreetingsI use several monster...

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Gameplay Mods • Re: XRpg - Simple Hexen RPG mod [v1.4.2 Released] 2 NEW HUBS

Love the monsters and xp system in this mod. But I also prefer to play with the Tempered Arms mod. Is there any way to keep the weapons from Tempered Arms and still use the rest of this mod? Thanks...

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Scripting • Re: stomp kill

You have to use A_Explode on your player frames and tell it not to kill the player with XF_NOTAMISSILE I think it is. I was trying to figure this out myself and just got it working. There is a bit of...

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Assets (and other stuff) • Texture and skins memory storage

Hello, am I correct in thinking if I have two 3d models that both use BlueTile.png for example in their skins, then GZDOOM only has to load the PNG once into the memory, right? It doesnt create two...

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General • Re: Please help me install Brutal Doom AND Russian Overkill

I don't think these 2 mods would be compatible with each other without a lot of editing. It may work with brutal monsters only, in which case you'd probably load brutal monsters after russian...

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Creation, Conversion, and Editing • Re: Ultimate Doom Builder

Hi,I have Ubuntu 22.04.4 LTS and compiled the Linux native version of UDB. I have the issue that that every time I try to open a resource directory, UDB crashes with a "Fatal Windows Forms error...

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Gameplay Mods • Re: HyperExia's Scavver's Paradise Addons & Mods

there's...quite a few undocumented changes that I did to this mod actually. I might have to try and catalogue them all to put into the initial post but i probably will have missed some...

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Scripting • Can you modify the damage type from modify damage?

If I have an item using the modify damage virtual function, Is there a way to either modify the damage type of the damage being inflicted?If not, is there a reliable way to cause damage on the target...

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Scripting • Re: Can you modify the damage type from modify damage?

While I don't know if there is a way to change the damage type, you can use DamageMobj to deal damage to the monster.If you use the DMG_NO_PROTECT flag, the new damage won't call...

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Scripting • Re: Third Person Camera for Damage (ACS, Decorate)

This thread might be of use to you for the ZScript solution.As for the ACS+DECORATE one, create a script like this:Code: Script "CameraSwitch" (void){SetPlayerProperty(0,1,PROP_TOTALLYFROZEN);...

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Scripting • [ZSCRIPT] Monster Stuck on Steps With Custom Chase Function

Hello guys.I was trying to have a custom "chasing" function for a monster.What I wanted to achieve is a monster moving away from its target when it's too close, but with specific escaping routes and...

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