Recent Posts

Pages: 1 ... 8 9 [10]
91
General Discussion / Re: Just an Idea...
« Last post by SilentWolf on September 08, 2017, 12:09:30 PM »
Can't wait for 7.666-Edit.7z
Your mods are always a pleasure

What happened with the monster rework thing? I haven't been lurking awhile
92
General Discussion / Re: Just an Idea...
« Last post by Herculine on September 08, 2017, 10:06:38 AM »
I love both the official releases and the edits. A single post with links to all the Glaice edits would be cool.
93
General Discussion / Re: Just an Idea...
« Last post by Glaice on September 07, 2017, 08:41:58 PM »
I know my 7.59 Edit is on the forums, as is the 7.55 WIP version further down. Sometime down the line I will eventually edit 7.666 :)
94
General Discussion / Just an Idea...
« Last post by SilentWolf on September 07, 2017, 12:22:35 PM »
Andrew, Glaice, Sam and other modders

It would be awesome if you made a post on here with all of the different modifications you've made over the years to commemorate Andrew ending his long run on this amazing gem of a program, and all of it's wonderful mods (Obhack! I'm looking at you Sam)

Heck, throw Slige mods in too while you are at it!

Just an idea based on Andrew having an easy to navigate page with all of the different Oblige versions in it
95
General Discussion / Re: Crowhack Station Modding Efforts So Far...
« Last post by SilentWolf on September 07, 2017, 12:09:12 PM »
Just popped up to say great work!
Really hoping for a download soon
96
General Discussion / Re: Crowhack Station Modding Efforts So Far...
« Last post by Glaice on September 07, 2017, 11:06:15 AM »
Polyobjects require(?) using the Doom in Hexen format for that. Doing the "Can't shoot but see through" in Boom can be done with sector reference tricks. Neither you nor enemies can shoot through it.
97
General Discussion / Re: Crowhack Station Modding Efforts So Far...
« Last post by crowbars82 on September 07, 2017, 10:46:21 AM »
The spark effect is a ZDoom specific feature, not Brutal Doom :P

Thanks, I have corrected the post. After looking through the ZDoom documentation, it seems lots can be done with Z-script. Took me ages to realise I actually had to compile the .ACS to a .O file!
I still would like glass that blocks projectiles until broken, but without UDMF or perhaps Hexen format I don't quite know how I'm going to get that to work. I was looking into Poly-Objects, but it seems much must be done to get those to work so maybe not.
98
General Discussion / Re: Crowhack Station Modding Efforts So Far...
« Last post by Glaice on September 06, 2017, 05:58:44 PM »
The spark effect is a ZDoom specific feature, not Brutal Doom :P
99
General Discussion / Re: Crowhack Station Modding Efforts So Far...
« Last post by crowbars82 on September 06, 2017, 05:12:34 PM »
I've finally got around to doing some more work on this. I've updated the main initial post with some stuff.
Because I am using Sam's ObHack for this, would anyone be able to advise on recompiling the main GUI? I think I may need to Linux myself for this, but am uncertain. :(  None the less, it is slowly getting there! :)
100
General Discussion / ZDS #523 - OBLIGE'd Instagib Part I
« Last post by Krawa on September 06, 2017, 01:02:29 PM »
Time for another ZDaemon Session with the help of Oblige (7.666) this weekend (2017-09-09).
More information about the session: http://forums.zdaemon.org/viewtopic.php?t=17019 or https://www.doomworld.com/forum/topic/96865-zds-523-obliged-instagib-part-i/
Don't miss the fun!
Pages: 1 ... 8 9 [10]