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Graphic/Audio Patches • Re: A Floppy Disk Full Of MIDI Files (v2 Released...

I've updated the mod by adding more MIDI and updating the Freedoom music, as well as adding new music (Episode 4 music and some new FreeDM tracks). Consider this an unofficial v3 update.The end result...

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Creation, Conversion, and Editing • Re: SPZ Archive Tool v3.7

SPZ Archive Tool v3.7 features a TEXTUREx/PNAMES editor. Get it from my website click here. iframe Statistics: Posted by SPZ1 — Sun Jul 28, 2024 3:15 pm

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Gameplay Mods • WIWO 0.6.9a

WIWO 0.6.9aHere is an attempt to simplify the above solution in the set_bleed_color() function. For now color is bled if adjacent to a sky sector, else a LOS is required from POI to POI. I assume that...

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Scripting • calling specific animation when custom monster touches the ground

Good day fellow modders.I have a question about animations and zscript.To put it simple, I'll give you my idea:Let's say that a Custom made cacodemon is flying around... Me as player manage to take it...

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Gameplay Mods • Re: Red Spiral '93 - Hell is a state of mind

Alright did some further testing and I think you messed something up with the shotgun, as thats my current guess on whats causing the unkillable ghost enemies bug I am currently experiencing with...

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Scripting • Re: calling specific animation when custom monster touches the...

https://zdoom.org/wiki/Actor_states, Crash state, is it what you are looking for?Statistics: Posted by Kzer-Za — Mon Jul 29, 2024 10:17 am

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TCs, Full Games, and Other Projects • Re: Hands of Necromancy II - Trailer...

Hands of Necromancy big update now and Hands of Necromancy 2 release date announcement!https://store.steampowered.com/news/app ... 9254768023Statistics: Posted by Emmanuelexe — Mon Jul 29, 2024 10:29 am

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Gameplay Mods • Re: Lithium 1.7.0 Beta (Apr. 17, 2022)

Use PC.That's really offensive you know? I ask a question about a mod and you come here and think this is an appropriate response? Awesome.so helpful Considering quite a few people have confirmed it...

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Gameplay Mods • Re: Somewhere in Hell - Beta 1 available

iframe Statistics: Posted by Recurracy — Mon Jul 29, 2024 11:46 am

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Gameplay Mods • Re: [WiP] Digital Weapon Mod v1.1

Oh wow! I didnt know what to expect, but I wasnt expecting what I saw i the scrrenshots. THat is awesome.You won't believe how awesomeStatistics: Posted by Ferretmanjcdenton — Mon Jul 29, 2024 11:46 am

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Gameplay Mods • Re: ARACNOCIDE 2.7 (Announcement)

Hey there!It's been a long time i don't post here.I've been working in the shadows, making new mods for the future and making more things for Aracnocide, nothing more than that.You might be wondering...

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Gameplay Mods • Re: Deep Sea operations Mod 0.5 Weapons mod added (WIP)

Here's the combo with the Deep Sea Operation weapon mod you ordered in video. It fit very well, but I'd just add a smaller HUD size for us to have a wider view when pressing [+]. but I might replay...

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Bugs [Raze] • [1.11] [Blood] Pods don't spit projectiles

In Post Mortem, both regular and fire pods don't spawn their projectiles.Statistics: Posted by Gothic — Tue Jul 30, 2024 8:34 am

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Scripting • Re: [ZScript] Apply offset automatically

TexMan will help here:Code: TextureID bar = TexMan.CheckForTexture("STBAR"); //Retrieve a pointer to the STBAR's TextureIDVector2 barsize = TexMan.GetScaledSize(bar); //Get the size of STBAR//Vector2...

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Bugs [GZDoom] • foreach loop syntax?

Hi all. I'm having trouble getting "foreach" loops to work:Test code:Code: 44 override void Tick() {45 array<String> testStrings;4647 testStrings.append("A");48 testStrings.append("B");49...

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Bugs [GZDoom] • Re: foreach loop syntax?

Not a bug. Use a ZScript version 4.10.0 or higher. You set that in your main ZScript file at the very top, like so (here for the latest stable release of GZDoom):Code: version "4.12.2"If using this...

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TCs, Full Games, and Other Projects • Re: Space Cats Saga+ (Full Release) 4th...

the 4th Anniversary Update is live now!- Go check it out - Update 4th Anniversary-playing as Aemi makes it "Chapter 2: Macrocosm Paradox" (Map 57 has additional features)-complete Campaign...

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Gameplay Mods • Re: ARACNOCIDE 2.7 (Announcement page 39)

Yeah, anon had a point. The magnetic accelerator was pretty miserable to use. Happy to hear that'll be adjusted in the next update. Statistics: Posted by Matt Eldrydge — Tue Jul 30, 2024 4:04 pm

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Scripting • [Decorate/ACS] Moving Actor stops when another actor/player...

Hello everyone.I managed to extract a few scripts and assets from an old version of Mega Man 8-Bit Deathmatch, and isolate them from the mod to create a moving platform mod to experiment on. I know...

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General • Re: Toby Accessibility Mod - DOOM for the blind [V7.5 COMING SOON!]

@Proydoha this is awesome. Some of the names of things are as you said they would be, but that's not a big deal; they can be fixed with sed.I was just wondering, we have to change the narration...

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