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Dude27th

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Everything posted by Dude27th

  1. Dude27th

    [Decorate] Projectile rotating around the player

    I thought about something like that at first ! I'm going to try your idea if experimenting with SeekerMissile goes to nothing. Thanks for responding !
  2. Dude27th

    [Decorate] Projectile rotating around the player

    Day 5: I resigned to download Grezzo Due (1.8 Gigabytes) just to find that specific weapon and check the Decorate , it seems that it has something to do with "A_SeekerMissile" in conjuntion with +SEEKERMISSILE +RIPPER. I'll update when I get more progress done.
  3. Dude27th

    Jumping & Crouching Animations? [3D models]

    Well if GetActorViewHeight doesn't works with (0) try giving your player a unique tid with "Thing_ChangeTID" and then use that tid with "GetActorViewHeight". If you don't know how to use it still , you could research it
  4. Dude27th

    Jumping & Crouching Animations? [3D models]

    It is a conditional. Of course it says "Invalid Statement", you are supposed to use it inside an if() in ACS and the result of that is your distance from the floor. Something like: if(GetActorZ(0) - GetActorFloorZ(0)> 5) { //Your code here } In simpler terms: If the distance between the player and the floor is bigger than 5 (Don't remember the scale of it) , it executes the code between the { }
  5. Dude27th

    Jumping & Crouching Animations? [3D models]

    For jumping you could use ACS , and the distance of the player from the ground can be caluclated if I recall with (GetActorZ(0)- GetActorFloorZ(0)). Info here : https://zdoom.org/wiki/GetActorZ , https://zdoom.org/wiki/GetActorFloorZ And for the crouching you can check this thread of the old way with ACS: https://forum.zdoom.org/viewtopic.php?f=15&t=33638 //But the Player.viewHeight can be obtained by this I think as well https://zdoom.org/wiki/GetActorViewHeight Or you can use the "GetCrouchFactor" function as well , which I have not used to this point tbh
  6. So I don't have exactly the answer to this , but there is a zdoom thread when they talked about a code to detect if some brutal doom actors where loaded (to break the game in that case) I figure that you could edit that to load or replace your stuff instead of it when it detects it: https://forum.zdoom.org/viewtopic.php?f=3&t=47578
  7. Dude27th

    Cybermissile expel

    Do you mean , the kickback that the explosion produces ? This is the class btw: https://zdoom.org/wiki/Classes:PhoenixRod
  8. Dude27th

    Share Your Sprites!

    Refreshing !
  9. Dude27th

    Share Your Sprites!

    A gasmask wip , based on the visor from Jurassic Park (Snes, 1993)
  10. Dude27th

    what are you working on? I wanna see your wads.

    Yeah , if there is room for improvement why not ? :D Also I would suggest unlockable different alternate fires, like a bar of soap just slidding through the floor, or extra bouncy water ballons. But I guess that should require diferent enemy types as well ... At least the pig looks like a flying enemy :p
  11. Dude27th

    what are you working on? I wanna see your wads.

    What the hell did I just watch ? xD But yeah , and it should be easy to make maps for it considering that the maps don't have altitude like in the Wolfenstein engine. Also [after 5 minutes of research] , it should be cool if you get to implement the money system and the other mechanics of it :3
  12. Dude27th

    what are you working on? I wanna see your wads.

    I'm planning on having a Beta release for this Halloween actually :3 and start updating monthly or bi-monthly from there. Because realistically speaking "55 Levels of Terror" it would take me an eternity to make by myself , so I'm focusing first on having the mechanics working and to make most of the stuff of the mod like "modding friendly" in case someone have better implementations of the mechanics , or want to include custom stuff into the mod. For community input in general . If that not happens I'm just going to still make it, just is going to take more time .
  13. Dude27th

    what are you working on? I wanna see your wads.

    Yes I would like to remake them , it would be challenging tho because some effects shouldn't be possible like palletes swaps by example but I'm looking for emulating as much as I can while also providing more options for some mechanics. The Soundtrack selection is pretty simple . It works with a CVar called "mstoggle" and every map has a script running from the start which changes the music depending of that cvar , also every music related script check for this cvar. And for the music itself I just have mp3 versions of both soundtracks :3
  14. Dude27th

    what are you working on? I wanna see your wads.

    An update of the survivors system almost fully working now!
  15. Dude27th

    Spanish-speaking Doom community?

    I am part of a facebook group called "DOOM LATINOAMERICA" which is pretty active . Half of the post are memes tho but you are free to join if you want. EDIT: Just don't spam or post repacks of brutal doom or something
  16. Dude27th

    what are you working on? I wanna see your wads.

    So SurvivorsCounter is properly working , so if you could save at least one survivor the MagicDoor appears, but if you couldn't save anyone it triggers a GameOver.
  17. Dude27th

    Tiles behind interface

    No SBARINFO is not really my speciality , but you should double check that the texture is big enough to cover that or see if there's an offset of some sort with that
  18. Dude27th

    Tiles behind interface

    Could you post a screenshot about what do you want to change ?
  19. Dude27th

    what are you working on? I wanna see your wads.

    Damn I'm really late to reply to this xd , but I think not . I'm a very messy project leader and have a very strict core design for this mod, so I prefer to do it personally.
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