Search found 132 matches

by RUNSABER
Fri Jul 22, 2016 12:28 pm
Forum: Mods/Projects
Topic: Heathen v1.1
Replies: 58
Views: 120600

Re: [in development] unnamed fantasy mod

Got to play around with this today, and I am loving the current build so far. The enemies work very well with the set and the faster projectile speeds up the action and gives an incentive to "staying on the move" :) The BFG replacement is pretty gnarly also, super OP in the fact that lightning rains...
by RUNSABER
Thu Jul 21, 2016 4:06 pm
Forum: Mods/Projects
Topic: DAMNED - [RELEASED]
Replies: 22
Views: 51202

Re: DAMNED [v0.9BETA]

https://dl.dropboxusercontent.com/u/41220053/mdoom.png New version is now available, along with an experimental particle test. Here are some examples of the particle spawn code: http://i.imgur.com/153UEml.gif http://i.imgur.com/xFheRJI.gif http://i.imgur.com/5HcHCKX.gif Last but not least, only one...
by RUNSABER
Mon Jul 18, 2016 7:14 pm
Forum: Mods/Projects
Topic: Heathen v1.1
Replies: 58
Views: 120600

Re: [in development] unnamed fantasy mod

Try creating a new lump and give it the name of the ddf you wish to import, **things.ddf = DDFTHING**and import it. It should turn into an unknown lump type. Click View as Text in SLADE and the lump will change into a text definition file, and you can now edit it within Slade. Here is a list: things...
by RUNSABER
Sun Jul 17, 2016 4:05 pm
Forum: Mods/Projects
Topic: Revised Dynamic Lights
Replies: 6
Views: 10619

Re: Revised Dynamic Lights

You can use the LIT(xx) (x being a numerical value between 0-100) to use a things dynamic light without the Bright feature, and also control the intensity of the light at the same time!
by RUNSABER
Sun Jul 17, 2016 3:20 pm
Forum: Mods/Projects
Topic: Heathen v1.1
Replies: 58
Views: 120600

Re: [in development] unnamed fantasy mod

I'll get this a run when I get back - I'm working on s particle system that may go well with this :) also, I have some sprites you may find helpful in your weapons. Will be posting samples soon
by RUNSABER
Thu Jul 07, 2016 12:29 pm
Forum: General Discussion
Topic: 3DGE 2.1.0-Test3 DevBuilds (DRDTeam)
Replies: 135
Views: 231059

Re: 3DGE 2.0.4 Final Released (4.26.2016)

Deleted the config file, as this time it tried to run in full screen. Here's what I got: [Log file created at 02:26 PM on 07/Jul/2016] [Debug file created at 02:26 PM on 07/Jul/2016] 3DGE v2.1.0 - TEST 1 compiled on Jun 13 2016 at 16:24:09 hyper3DGE homepage is at http://edge2.sourceforge.net/ hyper...
by RUNSABER
Thu Jul 07, 2016 11:41 am
Forum: General Discussion
Topic: 3DGE 2.1.0-Test3 DevBuilds (DRDTeam)
Replies: 135
Views: 231059

Re: 3DGE 2.0.4 Final Released (4.26.2016)

Having trouble getting Test1 to start on my TOSHIBA: [Log file created at 01:39 PM on 07/Jul/2016] [Debug file created at 01:39 PM on 07/Jul/2016] 3DGE v2.1.0 - TEST 1 compiled on Jun 13 2016 at 16:24:09 hyper3DGE homepage is at http://edge2.sourceforge.net/ hyper3DGE is based on DOOM by id Software...
by RUNSABER
Wed Jul 06, 2016 11:11 am
Forum: Support and Help
Topic: ddf editing; looking for features
Replies: 23
Views: 31608

Re: ddf editing; looking for features

The stencil technique you're talking about is actually possible with 3DGE right now. You can use a PNG image defined in IMAGESDDF (DDFIMAGE) and have it set to a specific type of light. For example: [spr:SOMECOOLLIGHT.PNG] IMAGE_DATA=BUILTIN:QUADRATIC; Now, what this does is replace whatever image y...
by RUNSABER
Tue Jul 05, 2016 7:16 pm
Forum: Mods/Projects
Topic: DAMNED - [RELEASED]
Replies: 22
Views: 51202

Re: DAMNED [v0.9BETA]

DOWNLOAD DAMNEDv.09G: https://db.tt/dK7bmNLU New version available - somewhere inbetween gamma and final release. This fixes and adds a few new things to DAMNED: -The Hell's Retriever is no longer a quad shotgun. It now is automatic and rotates with a gatling barrel. -The Hell Knight is capable of s...
by RUNSABER
Tue Jul 05, 2016 6:39 pm
Forum: General Discussion
Topic: 3DGE 2.1.0-Test3 DevBuilds (DRDTeam)
Replies: 135
Views: 231059

Re: 3DGE 2.0.4 Final Released (4.26.2016)

Excited to try this new build, I remember you posting on Doomworld awhile back about a mod called QDOOM2 and it had some cool splitscreen features. This would be great for some old school Ultimate Doom co-op. I guess this means I should start making deathmatch levels to test alongside these, too!