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lzvk25

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Everything posted by lzvk25

  1. lzvk25

    Did you cheat through Doom as a kid?

    See. What did I say ? Please stop it. It is not worth it.
  2. lzvk25

    Did you cheat through Doom as a kid?

    Oh, yes. And proud of it. I don't play games if cannot cheat, that's my nature, after all, a PC game is a competition between a dishonest developer that do not disclose what is in the game and makes you always start with the weakest/stupidest weapon possible and right around the first corner there is a boss monster... nice, so, I ran out of patience and resorted to this policy. "Oh, it is a game of skill and patience, and you have to develop those" they tell you. At $60+ or way more per game and with "features" (bugs), no, thank you, I don't have patience and time for those any more. Hey, I also want to watch Netflix too. So, in Doom/ZDoom, today, it is even worst, nowadays, I use Decorate and ACS to produce very sophisticated mods, so now, I don't need those pesky commands/cheats and I am 100% immortal, and no, not even an "mdk" or unfair script can kill me and my weapons can sweep an entire level if I wanted to. The only thing that saddens me is that when somebody like me makes a statement like the one I just made, intolerant people in forums start screaming and crying like if I committed a crime while governments really cheat on them a lot worse and they don't even notice or care. That is why I will never publish my cheat mod, I don't want to deal with all the flames, once I did it with a little piece of my code and the flamefest that ensued was not worth it.
  3. lzvk25

    Putrefier

    Sorry to be noisy, but I'm afraid that in your ACS scripts inside MAP01, your "switches" are lacking some "breaks;" http://zdoom.org/wiki/Break Otherwise, only the last option will prevail.
  4. lzvk25

    No cheating allowed

    And BTW, Mr Control Freak, is your mod even worth our time and bandwith to download it ? Or is the typical n-th recreation of the Doom I episodes only this time with "no cheats" allowed, with the standard textures and a big MP3 file so it will look that you did a lot ? Will you be "asking" (read "begging") for help from the other members ? Or even worst, putting them to work on your wonderful "ideas" while taking all the credit ? Of course "no cheating allowed". LOL !! Then again, in order to avoid seeing horrible '95 style levels and even worst code, I should skip this mod. PS. You better be really good, even better than Tormentor667 himself to be preaching to us this way. Something that I really doubt.
  5. lzvk25

    No cheating allowed

    And that's why I love ZDoom and GZDoom. Because I can CHEAT. After a long day of work, I want to release some frustration and not get frustrated in the process. Also in order to avoid control freaks, I always check inside the wads and pk3s and look for things I don't like, obviously, I edit or remove them. And as you can imagine I already have my custom made super weapons mod which is, of course, way unbalanced in my favor thanks to decorate and acs. (Don't worry, I won't release it, too many people will scream and cry precisely because it is a super cheat... Duh!). So, Mr control freak, no matter what you do in ZDoom, I will always be able to cheat since my real life profession for many years has been Systems Programmer / Analyst and after so many years of decorate and acs, I got you covered. BTW, it was ID Software the one who started the cheats with the infamous "IDDQD", isn't it ? So, what the heck are you even daring to tell us ? That you are better than us ? LOL !!
  6. lzvk25

    Slaughterfest 2012 - NEW Final Final Version is up

    No new textures ? To play this wad, you will need : cc4-tex.wad GOTHICTX.WAD q1tex.wad SF2011-tex.wad Great, it is the first wad that uses the full collection of textures. Please specify this !
  7. lzvk25

    Diablo II items

    Does anybody still has the collection from : Diablo II items - release 4 http://forum.zdoom.org/viewtopic.php?f=19&t=23289 ? As usual, the mediafire link says that the file has been deleted. :cry:
  8. lzvk25

    Diablo II items

    If somebody cares, after rummaging inside several DVD's, I found the file where I got the armors and several other goodies, you can now download it at http://files.drdteam.org/index.php/files/get/6YeETAj1zo/diablo-ii-items.zip Now, finally, it is hosted in a decent server.
  9. lzvk25

    Monster that runs away?

    OMG, a Michael "IMP" Jackson, beware, not to be used with underage players or you can be sued too !!
  10. lzvk25

    How Big Is Your WAD Folder?

    Only one wad folder ? I have 9 !!! 1 GB each
  11. lzvk25

    doom needs swords!!!!!

    Check this post : [Graphics] DaggerFall and Witchaven Weapons http://forum.zdoom.org/viewtopic.php?f=37&t=25116&p=481407&hilit=Witch+Heaven#p481407
  12. lzvk25

    [Release 1.3] Unloved (GZdoom mapset)

    I was using GZDoom 1.4.3 (r744). And no additional wad. Who Knows ?
  13. lzvk25

    [Release 1.3] Unloved (GZdoom mapset)

    I loved this beta, the story and mood are excellent. There is one point I would like to mention, as soon as I enter to map 02, my machine starts to go crazy and when it gets to the second row of cells, it overheats. Granted, my machine is not precisely a new PC, but it can still handle 99.9% of the new wads. This situation happens only on very rare occasions, normally when there is some special effect involving special lighting. If you are using special lighting in this area, I think it is not necessary here, and the curious thing is that in the other maps, the special lights were more obvious and my machine was able to handle them without problems. Could there be something else in that map ?
  14. lzvk25

    Cheogsh 2 - megawad for GZDoom

    I used GZDoom 1-3-13, which afaik is the latest one. Sorry, I didn't found any blue gem nor any indication that I had to find one, however I found those switches, but how does that solve the issue with the blood and the altar ?
  15. lzvk25

    Cheogsh 2 - megawad for GZDoom

    I am playing with OpenGL.
  16. lzvk25

    Cheogsh 2 - megawad for GZDoom

    When I got to the room in the mines where I get the flask with the blood, I found several "!" 's (They can also be seen for the first time although it is only for a very short moment when you get into the teleporter from the map 01 to map 02). And once you have the flask with the blood, in several more places you find the "!"'s. I suppose that they belong to a missing monster ? Also, again with the blood of the unnamed, when you return to the temple of Seth and you are supposed to spill it over the main altar, there was no way I could do that, no matter what I do, it always displayed the message "Come closer to the altar", I even cheated to place my player ON the altar itself and it still displayed the same message. So where am I supposed to place my player ? Out of desperation, I typed "PUKE 51" and only then I was able to continue. I guess that was what it is supposed to happen ? Anyway, I never found the cacototem and what the hell are the soul stones for ? Other than those small details, this is one of the best wads.
  17. lzvk25

    ObHack 006b released; Random map generator

    Thanks. Now I was able to add more monsters using Mr Chris' module for Oblige 3.39 based on Tormentor's bestiary. http://www.doomworld.com/vb/doom-editing/45919-oblige-3-39-released/ So, this is what I did : In x_doom1.lua DM_MONSTERS I added : --- Realm667 beastiary --- plasmaguy = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, rocketguy = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, suicideguy = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, inferno = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, archon = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, afrit = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, cybaron = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, cybruiser = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, gunner2 = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, stoneimp = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, fusion = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, zombie2 = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, chainsawguy = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, tortsoul = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, chainarach = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, zsec = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, zombie3 = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, defiler = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, nailborg = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, satyr = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, stonedemon = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, tornado = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, diabloist = { prob=80, hp=60, dm=20, fp=1.6, cage_prob= 3, wuss=80 }, --- End Realm667 beastiary --- Obviously, I need to play with the probabilities and other parameters. Also in x_doom2.lua DM_THINGS, right after where the monsters are defined, I added : --- Realm667 beastiary --- plasmaguy = { id=3205, kind="monster", r=20,h=56 }, rocketguy = { id=3202, kind="monster", r=20,h=56 }, suicideguy = { id=22099, kind="monster", r=20,h=56 }, inferno = { id=30105, kind="monster", r=31,h=56 }, archon = { id=30104, kind="monster", r=24,h=64 }, afrit = { id=3120, kind="monster", r=24,h=64 }, cybaron = { id=10000, kind="monster", r=24,h=64 }, cybruiser = { id=30128, kind="monster", r=24,h=64 }, gunner2 = { id=30124, kind="monster", r=20,h=56 }, stoneimp = { id=3103, kind="monster", r=20,h=56 }, fusion = { id=20000, kind="monster", r=66,h=64 }, zombie2 = { id=3201, kind="monster", r=20,h=56 }, chainsawguy = { id=3204, kind="monster", r=20,h=56 }, tortsoul = { id=3122, kind="monster", r=31,h=56 }, chainarach = { id=12456, kind="monster", r=66,h=64 }, zsec = { id=6699, kind="monster", r=20,h=56 }, zombie3 = { id=3200, kind="monster", r=20,h=56 }, defiler = { id=9654, kind="monster", r=31,h=56 }, nailborg = { id=27800, kind="monster", r=20,h=56 }, satyr = { id=3109, kind="monster", r=18,h=48 }, stonedemon = { id=31999, kind="monster", r=30,h=56 }, tornado = { id=32725, kind="monster", r=20,h=56 }, diabloist = { id=30112, kind="monster", r=20,h=56 }, --- End Realm667 beastiary --- And ran ObHack for a 'Limit Removing' port, huge level and swarms of monsters and created "mymap.wad". So I ran : "C:\Program Files\Skulltag\skulltag.exe" -file C:\WADS\mymap.wad ~Random.pk3 -warp 01 -skill 4 So far, there they are, as far as I could see, all the new monsters were there. And about beating this kind of level, well... there is always the posibility of cheating.
  18. lzvk25

    ObHack 006b released; Random map generator

    Thanks !! Also I would like to add more monsters from the bestiary to ObHack. Can we add them somehow like in the case for Oblige 3.39 ? I tried to add them to the x_doom2.lua file unfortunately that did nothing of the sort, just the regular doom2 monsters appeared. If it is not possible, at least, tell us how to get cyberbarons and Spidermasterminds in our levels. So, if there is a way, please let us know. Thanks
  19. lzvk25

    OBLIGE 3.39 Released

    So, which option do you recommend us to chose ? So far, I can get several monsters from the bestiary in my wad file like the plasmaguy, rocketguy, afrit, etc. Although, the bigger monsters like the cybruiser, diabloist, tornado, etc., never appear, curiously, according to the new doom1.lua file, only the monsters with a low "id" appear but the ones with a high "id" never. If it is possible, could you please tell us what do we need to do in order to get those bigger mosters, at least to appear more frequently ? Obviously, this could be in regard to add more monsters from the bestiary and possibly remove all the regular doom monsters since we have already seen them too much. Thanks
  20. lzvk25

    OBLIGE 3.39 Released

    Thanks, now it is working. Just one little note, I had to use ~Random.pk3, ~Random.zip contains ~Random.pk3 and Skulltag can't uncompress twice. Obviously with ~Random.zip I only get those infamous red squares with the "!". :) Also selecting the engine option as "BOOM Compat" gives better results. Thanks.
  21. lzvk25

    OBLIGE 3.39 Released

    Sorry for my ignorance, but could you please give us more detailed instructions ? Where do I put the file "~Random.pk3" ? How Oblige will know what extra file to load ? Right now, Oblige only supports DOOM 2, so, what about the file "doom1.lua", so, what do we need to do so Oblige will recognize this "doom1.lua" ? Please let us know... :(
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