TCs, Full Games, and Other Projects • Braham Manor: Remastered....
Braham Manor is a dark psychological horror themed mod that takes the atmosphere from various games and movies. Built exclusively to power the GZDoom engine to create a disturbing atmosphere. To bring...
View ArticleScripting • Re: Is it possible to make a VisualThinker subject to gravity?
If you want physics, just use regular actors, then. The idea behind visual thinkers is that they're "lightweight" so you can use a lot of them without suffering from a massive performance...
View ArticleTCs, Full Games, and Other Projects • Re: Braham Manor: Remastered....
Cool, short horror map.Also size of lamp actor in trash burning room is too big. And after end game, player can use note again.Statistics: Posted by Ron_Dallas — Sat Aug 24, 2024 12:12 am
View ArticleGeneral • Re: Ambitious question about Hardware/Engines
If you want something to work from DOS and be playable from floppy's then you need to stick to the limitations of Doom source ports that work in DOS. If Boom was one of those, then you should be able...
View ArticleGraphic/Audio Patches • Re: Fullscreen Statusbar Mod (UPDATE: v5.2.1)
Looks like it doesn't work with Blasphemer (though it works with Heretic).Statistics: Posted by axredneck — Sat Aug 24, 2024 2:36 pm
View ArticleScripting • ZScript: Randomized monster skins
So, I'm currently transferring my Smooth Doom fork to ZScript, and I wonder how to translate this script to ZScript or, at least, make new script with the same functionality. Variants.txtStatistics:...
View ArticleLevels • The BackDooms - Doom II Single Map Replacement
The BackDooms is a single map replacement PK3 for Doom II (Tested using GZDoom g4.12.2). The PK3 contains 3 separate WAD files:backdoomsMAP33.wad - The map itself. It technically doesn't "replace" any...
View ArticleFeature Suggestions [GZDoom] • Re: Windows ARM64 Build
I don't think any of those run UEFI (Pi and Macs don't as I stated), so Windows won't work out of the box on them not because Microsoft is blocking it but because embedded vendors refuse to implement...
View ArticleGameplay Mods • Re: [WIP][Enhancer Mod] 64k + [1.2] we got a lot of stuff...
OOOOOOOOOO! THAT LOOKS SO GOOD!These will be showing up on github if you pull latest here before too long (if they aren't up already) I still need to sus out how to support them though. I'm leaning on...
View ArticleGraphic/Audio Patches • Re: Yamaha Overdrive / ZDTMH
I'm ready to announce the final version of Yamaha Overdrive and all of the extra files that are in the thread. Nothing's been changed between RC3 and v1.0, so if you already downloaded RC3, there's no...
View ArticleScripting • Re: ZScript: Randomized monster skins
That aside, there's another question: I have script that should spawn pinky arm during one of its death animations, and replace it with spectre arm if the spectre uses that death animation.Question...
View ArticleTCs, Full Games, and Other Projects • Re: Compendium - Classic Megawad...
Thanks. Now if I can only find where that Hangar variant is.It'd be nice if I knew the map's name at least. But I think it's definitely in Compendium and not The Sentinel's Lexicon. Also, after the...
View ArticleOff-Topic • Re: The Still New What Did You Last Do Thread
Yeah, BNG is ace, I've been playing it since it was still freeware and let you rip the Wipeout ships from the PS1 discs.Just a shame they had to shitcan the Switch port thanks to Unity's...
View ArticleGameplay Mods • Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
I've decided to make my own ZScript conversion of Smooth Doom for public testing. It is preferred to use GZDoom 2.4.0. Also, this mod crashes GZDoom on MAP03 after some time for no reason, so be...
View ArticleScripting • Re: Can falling damage scale with jump height?
Woo! I got it to work!Code: Override void Tick(){pvel=vel.z;Super.Tick();FallDamage();}void FallDamage(){double cvel = vel.z;double jumpvel = pvel+JumpZ;int...
View ArticleScripting • Re: How to get Doom II door to kill an enemy that's standing...
I kind of just made the assumption that you'd want the door to crush once as part of the cutscene and you wouldn't need to worry about it crushing yourself later, but if it's how you're describing,...
View ArticleTCs, Full Games, and Other Projects • Re: Venturous 1.5 Release
amazing mod,i would sugest to make a weapons only or monster only version so it can be played with other mods.Statistics: Posted by BLSZDOOM — Mon Aug 26, 2024 2:37 pm
View ArticleTechnical Issues • Re: I want to add Legacy of Rust into Wadsmoosh.
check this:https://github.com/Owlet7/wadsmooshStatistics: Posted by irukanjji — Mon Aug 26, 2024 5:01 pm
View ArticleScripting • Re: [ACS] Change Ceiling light only?
Oh, my bad then. I'll use the method. Thank you both a lot!! I'm sorry for the late response. I took a small break from this project for a few days while I help a group of friends finish a small map...
View ArticleScripting • Re: [ZSCRIPT] How do I check for a CVar in a RandomSpawner?
For custom random spawner logic, you need to override the ChooseSpawn method. As for CVARs, they can be referenced directly from ZScript - the functions are there mostly if you need to access the...
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