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About Rifleman

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  1. Rifleman

    crazy source port features that will never get added

    Model collision boxes and Vavoom/k8Vavoom style lighting systems in GZDoom.
  2. Rifleman

    Post your Heretic/Hexen textures and decorations!

    I made a different version of the Hexen bull for my project, might as well share :) bull.zip
  3. Rifleman

    Playsound script for doom hexen format?

    Try this: script "YourScriptName" (void) { PlaySound(0, "yoursoundname"); } More info on the function: PlaySound - ZDoom Wiki
  4. Rifleman

    Your favorite Christmass movies?

    Home Alone, The Hogfather
  5. Rifleman

    Share Your Sprites!

    I needed a fire sword, so I made some changes to Quietus: fireblade.zip
  6. Hi everyone! As many of you, I really like old games. And I like to mix them. Some time ago, I got an idea - how about I take spell system from Dungeon Master games and add it to Doom and clones? And here it is! Is it a dumb idea? You tell me! :) This is still an early version, but it should give you an idea of what I am going for. What it does: Replaces the default player class with a new one, bringing new spells and a simple RPG and spellcasting system for player. Removes or repurposes basic pickups from the base game. What it does not: Replace or modify any existing maps or monsters in any way. You are a new player in an old world. How it works: Start casting by pressing F. Each spell is made of two to four runes. First rune only affects the power of the spell, the actual spell is the other up to three runes. Symbols are confirmed by pressing E and if the spell is shorter than four runes, you can confirm it with R. While casting, A and D are used for selection. Pressing Z will give you previously selected spell. Potions are used with C an V. Pressing F1 will show all this info and spell list in game. WADs and source ports used: GZDoom 4.8.0 or newer required. For now this is only for Hexen, therefore hexen.wad or hexdd.wad is required. Packed with the mod in the ZIP there is damnums mod - I recommend using it alongside Spellbook, as it shows spell damage. I'd like to implement that directly later. Please keep in mind this is a demo and still quite buggy and rough around the edges (especially flight potion, frost nova or the Z functionality). I intend to add more spells, maybe some weapons, rebalance the whole thing and more. Download and media: Since this is not yet the release, please download it from my OneDrive. Video 1 Video 2 Screenshot is a bit older, but it shows the UI: And the current spell list: Big thanks in advance for any feedback! I hope you guys enjoy this preview.
  7. Rifleman

    I need C/ACS help

    You need to add an entry in LANGUAGE for every song. You only have 22. Also, if you don't leave the string blank, it'll show the track name in game.
  8. Rifleman

    Send me your weapon ideas!

    I've been playing with the idea of remaking UT's Translocator in DOOM for some time now. Or how about a hellish rocket launcher that shoots explosive Lost Souls instead of rockets?
  9. Rifleman

    Mod Entry Points

    I don't think it works like that, but I can't tell for sure - am not that experienced. Closest thing I can think of is just putting that ZS file in a WAD/PK3, just with its own MAPINFO and loading up that file along with your main one. Haven't tried this myself though. There are even some managers, where you can set the order of loading user files. Or just drag both onto gzdoom.exe.
  10. Rifleman

    Mod Entry Points

    I'd probably use events like void WorldLoaded (WorldEvent e) or void PlayerEntered (PlayerEvent e) to do that in ZScript. If you don't know it, check this ZScript guide, it may help.
  11. Rifleman

    Post your mod or map ideas here

    I am currently trying to make mod that brings Dungeon Master magic system to DOOM (and clones). I'd like to have the spell power system and potion system as well. The idea is that there would be no weapons or ammo to find, just your spell book and regenerating mana. There could be more spell, as DM only has a few useful or applicable ones. Right now, I have a demo a showing basic spellcasting functionality. https://www.youtube.com/watch?v=-xZ0tEz2z54
  12. Rifleman

    switch weapons at the touch of a key

    Your script would look like this: script 315 (void) { //Your code goes here. } It's similar to programming, so you need to know some basics like data types, operators and so on. If you don't, you can start here. Once you do, you have two options: if you just want the code to run in a certain map, you can use the script editor in UDB to write the script. If you'd want it running in all of them, you would have to repeat it for each map or use LOADACS. EDIT: I opened BD in Slade to see how they do it - they use LOADACS. You can find script 315 in COMMANDS.txt - it gives player some special inventory items. You can find those in Tokens.txt
  13. Rifleman

    Random skybox idea

    I whipped up a simple solution for that, using LOADACS to load a script: #library "SkyChanger" #include "zcommon.acs" str SkyTex[3] = {"RSKY1", "RSKY2", "RSKY3"}; script 1 OPEN { str i = Random(Skytex[0], Skytex[2]); ChangeSky(i, i); } Similar thing could be done using ZScript. Attached the test file. SkyChanger.zip
  14. Rifleman

    Help me with GZDoom mod Intro!

    The IVF video will have no sound by default. You need to extract the sound into a separate file with the same name, except for the extension. So, if you have intro.ivf, you need to put intro.ogg in the same folder of your WAD.