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Scuba Steve

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Everything posted by Scuba Steve

  1. You do raise a good question... enough time has lapsed since this was created... are there better solutions to some of the workarounds using ZScript?
  2. When id used the my widescreen assets, I had to ensure no copyrighted material was used in the process of creating the artwork and I had to sign countless pages of legal documents. Now think about how many people have contributed to Freedoom over the last 20 years and try to track down each one and get them all to sign legal documents. There is absolutely no way Freedoom could become a community add-on.
  3. The rocket launcher flash frames are also timed improperly... Use the flash frame timing from this file to correct it.
  4. XZIBIT: Yo, @Xymph, we heard you like updating the DoomWiki about the Cacowards, so we awarded you the Espi so you can Wiki about how the Cacowards awarded you the Espi about your outstanding work on the Wiki.
  5. Basically. However... if something truly noteworthy drops end of November very early December, there have been a couple examples of still making the cut. It becomes a bit of a grey area, but the important part is that, unlike the early years, projects aren't being lost in purgatory between the start of writeups and Doom's birthday.
  6. I think that feels more appropriate and a better representation of the original map's vibe. That texture is too iconic to abandon.
  7. Maybe? I feel like that original comp texture is so iconic to the original screenshot... what if parts of the walls were partitioned off with trim and sectors to expose different areas with the computer motherboard texture instead of the original being a generic blanket texture covering the whole room?
  8. I don't like that tech trim at the top, there has to be a better way to incorporate that texture into the scene.
  9. I have no idea what the problem is, but a bug was introduced in 4.9.0 that has since been fixed in recent dev builds. https://devbuilds.drdteam.org/gzdoom/ Action Doom can be played without crashing in the recent build found here. (Thanks to RicardoLuis0 of the ZDoom Discord server for helping track it down.)
  10. Interesting, Those crashes do not exist in 4.8.2, the official build at the time of the release. Try running the mod with 4.8.2 and see if you encounter the same problems... I just did a test run and was able to replicate the crashes you described in 4.9.0 but not in 4.8.2.
  11. I need help tracking it down then. Do we have a dehacked expert who might have the answer? Complevel9 is Boom, correct? Why would it work in Vanilla but not that?
  12. @Ralphis, was the dehextra smooth weapons finished or was the complevel9 problem still unsolved?
  13. There are no Cacodemons in Action Doom 1 or 2.
  14. The cash bug is probably related to the old code that was used to apply points and some items were never tagged. The boat issue, however, I can't replicate. I installed a clean copy of GZDoom 4.8.2 and can't replicate it... it also works with the lasted development build. Are you running any additional addons?
  15. I can't replicate this, it always seems to work for me...
  16. Bigger, harder and faster—Action Doom is back and better than ever! The original run-and-gun Doom mod which ushered in the era of ‘Big Budget Doom’ has been remastered for 2022 taking full advantage of the last 20 years of GZDoom features. The testimonials are in; here’s what people are saying about Action Doom: “78th greatest map of all time” - @Xaser “There was nothing subtle about any of it, but the absurdity was the whole point.” - @NotJabba “I had an Action Doom 1 sticker on my school diary when I went to middle school.” - @Dynamo If you have been living under a rock for the past twenty years, or were born after 2004, don’t miss your chance to play the seminal work that inspired a generation. For the rest of you, welcome back! It’s time… for ACTION! Features Dehacked to the future – Forget exe hacks of the past, Action Doom has been completely rewritten using ZDoom’s modern decorate features. Get a life – Unshackled by Dehacked, Action Doom: Rampage Edition now boasts a fully realized life system complete with iframes, safety grenades, and Contra-style weapon slots. Don’t expect a reprieve on the hardest setting, however! Level up! – Using GZDoom’s advanced features, every map has been reworked to look and play better. Up your arsenal – Lay waste to swarms of Alien Demon hybrids with an entirely new arsenal that takes advantage of GZDoom’s advanced features; Explode, burn and perforate your enemies with rocket launchers, flame throwers and the all new shotgun. Wide load – Action Doom: Rampage Edition is now widescreen compatible. Download Action Doom: Rampage Edition requires a commercial copy of Doom 2. Unpack the zip file and drag the action.pk3 file onto the most recent version of GZDoom. Download from the idgames archive Download Action Doom Credits kevansevans: Programming & Zscript. Wrote the HUD, weapons, grenade and health code. Cleaned up level errors and messy scripts. Mike "Cyb" Watson: ZDoom scripting. Responsible for the majority of the code from the original 1.0 release. Kara "Nanami" Rader: Early scripting work. Julian "Julian" Aubourg: Original music Andrew "Linguica" Stine: Doom Racer Screenshots
  17. No, there's an unspoken understanding that projects get honored once and Harmony was recognized when it first debuted. Sometimes projects with multiple episodes have won (btsx), or remasters and rereleases (cold as hell) but in those cases, the works feel like entirely new projects or they weren't recognized when they first released and this is a chance to correct that.
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