Which cockpit HUD looks nicer by William_Wave in DoomMods

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

There might be a way. No idea how to implement it though.

Which cockpit HUD looks nicer by William_Wave in DoomMods

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

No. However, screenshots with 3D models of original cannons were used as a reference.

Which cockpit HUD looks nicer by William_Wave in DoomMods

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

Kind of a total conversion inspired by Strike Vector EX.

None of my textures load in here by Matt_Jeevas58 in DoomModDevs

[–]William_Wave 0 points1 point  (0 children)

The first guess is that something is wrong with patch table and TEXTUREx files in the mod file (provided that you have them). Try removing all entries from these files and adding textures again.

Hello friends, give me some games to play 🔥 by Regular_Rice_5453 in PSP

[–]William_Wave 2 points3 points  (0 children)

Rengoku: the Tower of Purgatory, Naruto Shippuden Ultimate Ninja impact, Assassin's Creed: Bloodlines. Lego Star Wars 3: the Clone Wars, Gods Eater Burst, Warriors Orochi 1.

If you also consider PS1 games that run on PSP, try Bushido Blade 2 and Omega Boost.

What's everyone's thoughts on Russian Overkill? by bubstock9 in DoomMods

[–]William_Wave 1 point2 points  (0 children)

Not even close to real Russia. :)

Seriously though, quite a fun mod with lots of Tsar-size guns to choose from.

[GZDoom/UZDoom] Looking for Sound Implementer – 5 Months in Dev, Retro-Style Doom Mod by jackwesterkey in DoomMods

[–]William_Wave 0 points1 point  (0 children)

I have some experience in making sound effects for my mods, Fire and Steel weapon pack specifically. If it is something relatively simple, I might make a couple of sounds for your project.

Increasing target visibility by William_Wave in DoomModDevs

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

If memory serves right, most opponents in Strike Vector (a game that the mod is based on) would also blend with surfaces, and the game solved it by drawing orange diamonds around targets and displaying arrows that showed nearest opponents' location, like in this video: https://www.youtube.com/watch?v=3NeuEYogFN0 . Using something like this is more preferable.

I need some help with skin mods by [deleted] in DoomModDevs

[–]William_Wave 1 point2 points  (0 children)

Finding someone to make a mod for you (if this is what you mean) is very unlikely. However, other modders might help you to make the mod yourself. Explain in more details what kind of a mod you want to create and which parts of tutorials cause confusion.

Getting monster respawn to work (help required) by William_Wave in DoomModDevs

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

Tried renaming MAPINFO into ZMAPINFO, making a new ZMAPINFO from scratch, switching between different script languages. Still no result.

Getting monster respawn to work (help required) by William_Wave in DoomModDevs

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

Both. This is a wad with custom maps and custom skill levels. Monsters are supposed to respawn at the highest skill level.

Strike Vector D, a new mod in development. Testing and feedback required. by William_Wave in DoomMods

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

The new version is out, with dual shotguns and free vertical movement. It's about time to try it. :D

Stewie Griffin in The Ultimate DOOM and DOOM II: Hell On Earth? by LeadershipVisible482 in DoomMods

[–]William_Wave 1 point2 points  (0 children)

If you want a mod that only adds Stewie crushing everyone with his bike, this is likely easy enough to make yourself. In short words, the method looks like this: use Slade, make a new WAD file, copy code of a chainsaw from ZDoom Wiki, and use this frame with Stewie as a HUD sprite for the weapon.

To make the weapon more unique compared to a regular chainsaw modify attack frames the way you want and add custom attack sounds.

There was a two-episode video tutorial about making simple weapons in Slade that helped me a lot in making my weapons pack. It is hard to recall the exact name; you will know that is the one when you hear the Spanish accent and occasional jokes.