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About Player T
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So first off, I made this custom weapon in Zscript and I want the player to get some feedback while they use it, along with all the other weapons in the mod. But I'm having trouble with 1 thing, I want the weapon to play an animation while the player is Walking, but I can't figure out how to make the gun change states or simply sprites when the player moves. I also want there to be two animations for Walking and Sprinting. The walking animation will only offset the weapon a little bit, kind of like the regular view bob, but different. And for sprinting, it will simply change the weapon sprites. So how exactly do I get the player's input? I've tried the GetPlayerInput (https://zdoom.org/wiki/GetPlayerInput) but I didn't get anywhere with it ¯\_(ツ)_/¯
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Nukage is actually unpurified Coke a Cola
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I've had several dreams about the very opening of Doom 3 throughout my life. I always dream about one of the first rooms in the opening, the one with the receptionist specifically. In my dreams the room is significantly bigger than in the game, and the animation of the Marine looking around right after he gets off the ship plays as he walks into the room with the receptionist
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Ok, I fixed it. I changed the program to the Ultimate Doom Builder and I changed the DoomEdNums from like the upper 100s to 11000 and beyond and that seems to have completely resolved the issue. Thanks everyone! I can now continue working on my project to remake the Resident Evil 4 campaign with a doom skin and my own twists and changes.
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So I'm working on a project which includes a lot of custom assets. Since I'm about to begin testing monsters and fine tuning the weapon balance, I need a test map. However, Gzdoom builder doesn't load any of my custom assets into the menus. Since the classes don't have EdNumbers like actors, I'm unsure as to how I would add them into my map. I tried including //$Category Weapons, but I had no luck. And I also tried giving them spawn numbers using MAPINFO, but to no avail. So how do I get my custom classes to appear in Gzdoom Builder?
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Hey, if anyone who talked on this thread like 20 years ago is still active, what was it like playing Doom 3 back then around release?
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Blood Gulch Doom Recarnation (Re-Release)
Player T replied to AveryMaurice's topic in WAD Releases & Development
I know this is old, but is there a working download link? -
Announcing BSP2Doom - build Doom levels with a Quake editor
Player T replied to GooberMan's topic in Doom Editing
So, what's the development status on this project? -
Player graphics specifically
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Has anyone ever created any Jesus graphics? I mean...It seems like someone would've done it already
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While I can't really give a good answer for Doom, I can give you my idea of what it is. In the Machinima I make called Spring Time in Hell, the nukage is actually the waste product of the explosive barrels, as they are created with this sludge. However, only a portion of the sludge created is actually explosive. The rest is just flammable. Which would be pretty cool in Doom tbh.
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A demonic grenade launcher that drains enemy health and gives it to the player, similar to the grenade from Doom 2016
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How much of Quake 1 can be recreated in Doom using modern tools?
Player T replied to Player T's question in Editing Questions
Ah, makes sense. -
How much of Quake 1 can be recreated in Doom using modern tools?
Player T replied to Player T's question in Editing Questions
What physics specifically? -
How much of Quake 1 can be recreated in Doom using modern tools?
Player T posted a question in Editing Questions
So by using modern tools, how much of Quake 1 could be recreated in GZDoom?