Scripting • Re: Is there a way to get all scripts currently running?
Use the scriptstat CCMD. (Assuming ACS is what you want.)Statistics: Posted by randi — Sat Aug 10, 2024 4:01 pm
View ArticleGameplay Mods • Re: Zagemod (v1.6 Announced, pg 25)
Zagemod v1.6 is in development. Here's a new look at the Tri-Rocket Launcher, which will replace AlphaGuy's RPG. iframe Yes, I am planning support for Legacy of Rust/ID24.No, I don't currently have an...
View ArticleCreation, Conversion, and Editing • Re: ZETH-win32: ZETH is still alive
I don't really want to bump this, but the FTP link is down. This is particularly damning since every other version of ZETH (and WinZETH) has been backed up, but not this version. I came across this...
View ArticleTCs, Full Games, and Other Projects • Re: Call of Duty Zombies Map Mod
I love it when modders don't help with crashes First, you showed us no crash log. Second, define "all ports" - were you trying to run this with DOOM2.EXE? Because... that ain't gonna work. I just...
View ArticleGraphic/Audio Patches • Re: Fullscreen Statusbar Mod (UPDATE: v5.2.0!)
Hi there. As you may know, the recently released Legacy of Rust features a original HUD that unfortunately appears incompatible with this mod.Do you plan on updating the mod one more time?Statistics:...
View ArticleGeneral • Re: Toby Accessibility Mod - DOOM for the blind [V7.5 RELEASED!]
There is a feature request from JasonBlaze on the audiogames.net forum. He is wondering if it would be possible to get an audio beacon to the nearest unexplored area on the current map. The text of...
View ArticleGameplay Mods • Re: Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]
New video: playing 30MC2 by Deathbear et. al. iframe It's my favourite type of map-pack, short and snappy levels! Great use of the Ancient Aliens texture set, and generally pretty cool.Keep in mind it...
View ArticleMapping • Re: UDMF: Flying Above Secret Sector Workaround
You could use a "secret trigger" (https://zdoom.org/wiki/Classes:SecretTrigger) and activate it with a "actor enters sector" thing (https://zdoom.org/wiki/Classes:SecActEnter).Statistics: Posted by...
View ArticleOff-Topic • Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread
I don't know if this is the right place to ask, but I assume GZDoom implementation of this new standard is in the cards, right? Even if no ETA can naturally be given at this point.Statistics: Posted...
View ArticleGameplay Mods • Re: Act Of Violence - A Dying Breed
I finally played it, and even recorded this video. The weapons are very satisfactory to use and have consistent looks, and I loved the animations, especially the level start ones. Some graphics give a...
View ArticleGraphic/Audio Patches • SNDINFOs for the DOOM + DOOM II rerelease's remix tracks
(I hope this is the right sub-forum)This little PK3 contains the bare minimum SNDINFO lumps that make GZDoom make use of the remix tracks which are inside the rerelease's extras.wad file. The tracks...
View ArticleCreation, Conversion, and Editing • Re: WadSmoosh - merge all official id...
Wadsmoosh fork, to follow:https://github.com/Owlet7/wadsmooshStatistics: Posted by irukanjji — Mon Aug 12, 2024 4:41 pm
View ArticleGameplay Mods • Re: [WIP][Enhancer Mod] 64k + [1.2] we got a lot of stuff...
the only bug I encuntered was with how wall sprites are rendered when their offsets are changed. [snip]I'm talking about more general bugs such as random FPS drops, mods which use a fading animation...
View ArticleGameplay Mods • Re: War Rooster v1.3 (20/08/2022)
Can we have an option to turn off the graves? Some grenades would be nice.Statistics: Posted by Rex705 — Tue Aug 13, 2024 2:20 pm
View ArticleFeature Suggestions [GZDoom] • Remove 3D floors
Would it be possible to remove a 3D floor? Maybe with ZScript somehow? I'm asking because of performance reasons. As if I could program some 3D floors to remove themselves when they go below the...
View ArticleGameplay Mods • Re: Dusted's Pandemonia (v2.5) (+ Monsters-only) (Anarchy and...
I've been having a total blast with this "mega-mod" so far. Currently played through Doom Negative One and Memento Mori, both with the Insurrection addon, and I have some comments, particularly about...
View ArticleClosed Feature Suggestions [GZDoom] • Several feature suggestions (might...
As we all know GzDoom along with its mods through PWADS allow for many, many features to be added to the game, ranging from displaying enemy HP, adding health regeneration, Icon of Sin replacement to...
View ArticleClosed Feature Suggestions [GZDoom] • Re: Several feature suggestions (might...
All of this is indeed stuff that the engine already supports and that can be made through mods.Statistics: Posted by Gez — Tue Aug 13, 2024 5:38 pm
View ArticleGameplay Mods • Re: Vanilla Doom DEH gameplay mods (Upd. 13/8/24)
Updated. I added a Quake weapons mod. It's been a while, hasn't it?I have one more mod I want to upload, but I lost the DEH9000 source to it and it's missing some important features. So once I remake...
View ArticleGameplay Mods • Re: Bullet-Eye - v0.12.6b - 7/10/24 - Non-Hefty Update
the bullet eye enemies only mod doesnt work.it gives a error on gzdoom.Which version of GZDoom are you using? For reference, I am using 4.11.3 and it seems to load up fine. Do you have a screenshot of...
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