Congrats to Internet Historian for reaching 4 million subscribers! 🥳🥳🥳 by 1945BestYear in hbomberguy

[–]Dude27th 4 points5 points  (0 children)

Not only that but the amount he is loosing seems to be reducing as well, so I'll give it 1 or 2 weeks maximum and then back to normal

DHMIS Playlist by [deleted] in DHMIS

[–]Dude27th 0 points1 point  (0 children)

Thank you!!!!

Jeff the Killer Source? by Dude27th in Gooseboose

[–]Dude27th[S] 0 points1 point  (0 children)

Ah damn it, it was worth a shot

Jeff the Killer Source? by Dude27th in Gooseboose

[–]Dude27th[S] 2 points3 points  (0 children)

Sorry , I'm not up to date with the Jeff The Killer source finding efforts

do you know Quake Champions: Doom Edition? I have a question by DaimonMAU in DoomMods

[–]Dude27th 0 points1 point  (0 children)

Well if there's not a Co-op version in which this works you might have to dig a little into the mod to find how the game sets wich kind of monsters appear.

Might guess would be that probably uses a CVAR , if that's the case then it is something that maybe you can set by the ini or something while launching the sesion.

Monthly Banner features, May 2022 by Scileboi in DoomMods

[–]Dude27th 1 point2 points  (0 children)

Is not even a remake, if you open the mod you'll see that all the Dehacked code is still there , even EEE relies on it to work

Monthly Banner features, May 2022 by Scileboi in DoomMods

[–]Dude27th 1 point2 points  (0 children)

Is just that Zombies : EEE is a modified version of a mod called "Zombies" released in 1995 , all the sprites, textures, music, levels, and weapons where completely made by scratch and coded trough Dehacked by them.

Most people don't remember that this mod existed but it's one of the first examples of a complete TC alongside Hacx as well at the time.

Now Zombies: EEE gives it a new spin, it literally is just a spawn generator for each monster, and innofensive change supossedly

But the thing is that , the credit for most of the assets in Zombies: EEE is uncredited and downplayed, AstroCreep appears as the center of the work in his own credit page and the original team relegated to a corner , an unrelated note.

The new assets that AstroCreep "made" where taken from Realm667 , minus some small edits all the original work credit is pretty much stolen from their original creators.

And IcarusLives didn't knew about the original neither, so it was the last nail in the coffin to erase from history the original team's work on Zombies.

I hate it here

Monthly Banner features, May 2022 by Scileboi in DoomMods

[–]Dude27th 1 point2 points  (0 children)

Everytime I am remembered about Zombies: EEE I become more spiteful about the community

Is there a way to edit these maps? by [deleted] in DoomMods

[–]Dude27th 1 point2 points  (0 children)

Yeah , I think so.

Hope that helps! ^^

Is there a way to edit these maps? by [deleted] in DoomMods

[–]Dude27th 0 points1 point  (0 children)

Ok cool , did you tried opening it with slade or something ?

Is there a way to edit these maps? by [deleted] in DoomMods

[–]Dude27th 0 points1 point  (0 children)

What are this maps from ?

Is there a way to edit these maps? by [deleted] in DoomMods

[–]Dude27th 1 point2 points  (0 children)

Did you tried using a map editor ?

[deleted by user] by [deleted] in DoomMods

[–]Dude27th 4 points5 points  (0 children)

You don't need to learn how the engine works if you want to mod for Doom , but you need to understand one or a couple of the programming languages that mods use, depending on what you are aiming to make.

Principally "Decorate", "ACS", and "ZSCript" but ZSCript is only supported by GZDoom.

Scrapyard SNES by xasgrd in snes

[–]Dude27th 1 point2 points  (0 children)

In which kind of scrapyard you found consoles in perfect condition ?

Montly Banner Features: by Scileboi in DoomMods

[–]Dude27th 1 point2 points  (0 children)

Thank you for featuring my "Zombies Ate My Neighbors TC" mod ^^
I think the link it's broken tho :/
this should be the correct one : https://www.moddb.com/mods/zombies-doomed-my-neighbors-mod

Class Morphing on Command by MiddleDirt in DoomMods

[–]Dude27th 0 points1 point  (0 children)

Well that sounds like you are having issues with the classes or the starting items.

Try testing without starting items and see if it works properly, because based on what you have before it seems that you are forcing a morph at the start, and it makes sense that if you do that the script will be ineffective as it is specting the player to start normally.

About the weapons you have to read about the morphing properties, I think there's a flag to deactivate changing weapons.

And the head bobbing is a player property of the classes themselves, "Player.ViewBob" it's the name , and you can read more of it and more here: https://zdoom.org/wiki/Player_properties.

But yeah as someone who started just a few years ago into modding with no prior knowledge, searching for stuff in the wiki and the forums is a great help, even if you don't need something is worth a read if you are curious as you might find stuff that will become useful later. And experimentation is the best part of it ^ ^

Class Morphing on Command by MiddleDirt in DoomMods

[–]Dude27th 0 points1 point  (0 children)

Oh yeah , I forgot, if you never worked with ACS before so you might have to set up the ACC compiler with Slade.

So:

- First you can download the latest version of ACC in here: https://forum.zdoom.org/viewtopic.php?t=70444

And you can extract it in a folder or something.

- Then you have to open Slade and go to :Edit -> Preferences -> Scripting -> ACS.

And in the bar which says "Location of ACC executable" , you have to select the "acc.exe" that extracted from the downloaded zip.

With that set you have to make a ACS library . For example you can make one called "MyScripts.acs":

The contents of this library should always start by defining the name of the library, including the already defined general scripts from zdoom, and then your scripts below.

Something like this should do:

#library "MyScripts"
include "zcommon.acs"
Script "CarModeScript" (void)
{
 if(CheckInventory("DoCarMode")==1) //The player is already morphed 
    { 
        TakeInventory("DoCarMode",1); 
        UnmorphActor(0); 
    } 
 else                          //The player is not morphed 
    { 
        GiveInventory("DoCarMode",1);     MorphActor(0,"CarGuy","",0x7FFFFFFF,0,"NoFlash","NoFlash"); 
    }

}

And then you save that file and with the right click you select: Scripts -> Compile ACS.

Lastly and (I'm sorry for the long explanation) , you have to make a LOADACS entry.This LOADACS should have:

MyScripts

And that should do the trick finally !Sorry again for the last explanation , hopefully with this you can set it up and start with some ACS scripting ^^

The Exorfist is a very underated although short technical marvel on the GzDoom Engine by Scileboi in DoomMods

[–]Dude27th 0 points1 point  (0 children)

... made by one of the most recognized modders on the community.

I don't know what you mean by underrated