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/vr/ - Retro Games

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>> No.2552707 [View]

>>2547154
zdoom.org/wiki/A_JumpIfInventory

A_JumpIfInventory("PowerInvisibility","Forgetting",AAPTR_TARGET)

should work.

>> No.2540987 [View]

>>2540981
Yeah definitely. If I can keep the momentum this might actually be something big. I entertained the idea briefly when I saw the thread about GLOOME but I just shrugged it off initially.

>>2540984
Perhaps in the future we can expect better Netcode for GLOOME? That would certainly be nice.

>> No.2540976 [View]

Yo, sorry I've not been around lately. Been rather busy.

With the release of GLOOME I'm considering breaking off from ZDoom modding and making my combat mod into something a little more. I've gotta work on a lot of stuff beforehand but it's a possibility that this might become a whole game in itself.

I'm gonna get some concepts and sketches down and make a few test graphics etc but I'm excited by the prospect.

>> No.2133238 [View]

So I was thinking of a silly completionist idea

for the full mod (dungeons and shit included) I had an idea of a Handbook/Journal kind of thing, where once you visit a location, find an item or slaughter an enemy you fill up a page in the journal - the pages would contain a sketch and some information about them, locations and such.

Now it wouldn't be the spirit of the mod without a little comedy - I was thinking of making an Intelligence stat (to control potency of magic and alchemy) - here's where the book comes in, if your INT stat is below a certain threshold, the handwriting and lexicon used are more limited - perhaps to that of a child's. Drawings are primitive scribbles with mistakes and such, but are still legible to a degree - whilst high INT would neaten up the spelling & grammar, clearer pictures and other such stuff.
I was thinking of making it an uncommon thing, though - say if the player only has 1-2 INT,

>> No.2125296 [View]

>>2124972
>How experienced are you at modding Doom?
I've been modding on and off for 5+ years, so I'd consider myself competent.

>Do you use Z/GZdoom when making your mods?
I mainly work with GzDOOM but I try to make my mods software compatible.

>How proficient would you say you are at using DECORATE?
I'd say I'm pretty good, not the best - but good enough to facilitate my needs.

>Do you enjoy coding more or mapping?
I like both but ultimately prefer coding, I can turn an idea into code easily, but I can't turn an idea into a map quite so. I kind of trap myself by making rooms as I go, instead of creating a general layout. I'm working on correcting that though.

>> No.2117876 [View]

>>2117871
Yeah, I know. I did have a plan for a short campaign kind of idea with maybe 3-5 maps based on stealth gameplay - the enemies would be a pain in the ass to fight, so avoiding them entirely would be a better idea. Imagine being stuck in a corridor with a handful of Stalkers & Sentinels wailing on you.

>> No.2117873 [View]
File: 2.76 MB, 768x432, Get out of here, Stalker..webm [View same] [iqdb] [saucenao] [google]
2117873

>>2117864

>> No.2117864 [View]
File: 2.92 MB, 768x432, ALL FEAR THE SENTINEL.webm [View same] [iqdb] [saucenao] [google]
2117864

Huh, it's weird when you look back through your wip mods.

I found a stealth-esque mod for Strife. I can't remember why I dropped it. It also had some modified enemies, the Sentinels got a buff - they dodge your shots and fire rapidly, they're a total bitch to fight. Stalkers leap at you and shoot your face off.

>> No.2117480 [View]
File: 59 KB, 3200x2000, meat2_1.png [View same] [iqdb] [saucenao] [google]
2117480

Some of this shit is awesome - I'm gonna rip some of it. That flaming pillar takes Human BBQ to a whole new level.

>> No.2116485 [View]

>>2116449
I'm in the IRC now.

>> No.2116286 [View]

>>2116284
I'm not sure yet, if I can get it to work, sure - but to be honest, the compass isn't a definite idea - I just wanted to mess about a little.

>> No.2116276 [View]
File: 2.45 MB, 768x432, compass wip.webm [View same] [iqdb] [saucenao] [google]
2116276

>>2115708
So I pilfered graphics from Daggerfall and started work on the compass - it doesn't work properly right now as you can see but it took, what, 10 minutes?

>> No.2115708 [View]

So I was thinking, would a compass be a good idea? It could work in one of several ways:
>Always on - even at the start of the game, (ala Elder Scrolls) can be turned on or off via options menu
>Collectible item - You have to pick up the compass, before that, you have no guidance - can be turned on or off via options.
>Inventory Item - Like the collectible item, except when you use it, it shows the compass permanently until using it again which would deactivate it.

Appearance
>Would the compass be a strip like TES or an actual Dial Compass.

Let me know what you think - honestly, this idea would be more for the full mod (pseudo open world & dungeons) rather than the combat overhaul (combat + Hexen gameplay)

>> No.2109195 [View]

>>2109152
Expect something in the coming week - I've got a few hours tomorrow evening free so I'll probably dedicate that time to the mod.

>> No.2109129 [View]

Hello yes, I am not dead - I've been really busy with work and shit also I've been playing Far Cry 4 a lot - so I haven't really had much time to mod, I burnt myself out.

>> No.2080954 [View]

>>2080941
It'd make more sense if the tech textures were replaced with Hell variants too.

>> No.2077564 [View]

>>2077518
I love raymoo's work but I've gotta admit - the sprites look way too clean, almost plasticy.

>> No.2077323 [DELETED]  [View]

Don't know what all this shit with donald is about - he seems pretty chill, he helped me with the mouse UI stuff for my mod.

>> No.2073460 [View]

>>2073454
Something tells me it could very well be a placeholder
maybe

>> No.2063134 [View]
File: 3.51 MB, 1920x1080, Screenshot_Doom_20141113_012537.png [View same] [iqdb] [saucenao] [google]
2063134

>>2063101
I.. I hope you guys like curves.

>> No.2063101 [View]
File: 130 KB, 1203x906, push scr.png [View same] [iqdb] [saucenao] [google]
2063101

Do you ever think you should stop but you keep going?

>> No.2063040 [View]

>>2063037
It's fine though, the layout wasn't too difficult to recreate, in fact - I recreated it in a matter of minutes now that I know what I want to do.

>> No.2063028 [View]

Fuck, argh - I was building a map for Push (got some spare time, felt like taking a break from Combat thing) and GzDOOM builder crashed like a bitch. Serves me right for not saving.

>> No.2062497 [View]

>>2062454
you'd need two graphics, the world sprites and the inventory sprite, use inventory.icon for the inventory sprite and the world sprite in the Spawn: state.

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