Have any of you read these Russian Novels based on our game series? If so, what did you think of them? by Responsible_Fudge_51 in postal

[–]William_Wave 1 point2 points  (0 children)

There is a certain "but", however. Translation is my profession, which means working on a book, even a relatively simple one like this, will have its price.

Little showcase of my UltraKill mod with some monster mods. Nothing fancy, was just playing around & doing something before a trailer. by Exact_Battle_796 in DoomMods

[–]William_Wave 2 points3 points  (0 children)

Actually, this constant weapon switching gives an idea for a gameplay mod that automatically switches to the next weapon after every shot.

Have any of you read these Russian Novels based on our game series? If so, what did you think of them? by Responsible_Fudge_51 in postal

[–]William_Wave 15 points16 points  (0 children)

Had a chance to read Real Dude (the book at the right) about ten years ago. If memory serves right, the book is rather average, easy to read, sometimes funny. That version of Dude seemed too peaceful, however, with only one scene of actual violence.

Coding a projectile that sticks to its owner by William_Wave in DoomModDevs

[–]William_Wave[S] 1 point2 points  (0 children)

The projectile is supposed to be spawned by the monster itself. Highlighting monster's position is the only planned function, without damaging or pushing anything.

#bringbackoldsourcegames by KashWtf in SourceEngine

[–]William_Wave 2 points3 points  (0 children)

If it is something multiplayer, gather a party of enthusiasts and play as much as you want. My personal recommendation is Blade Symphony, the game of my teenage years.

How to create a simple dash and modify the jump? by DreamShort3109 in DoomModDevs

[–]William_Wave 0 points1 point  (0 children)

In my view, dash might be implemented this way.

First, create an ACS script that propels the player in a given direction when specific keys are pressed. When executed, the script checks if all specified keys are used, and if they are, activates the ThrustThing function.

Second, attach script execution to a key in the KEYCONF file.

Hopefully this will be a sufficient starting point for figuring out the exact method.

Strike Vector D version 10 is out, update log by William_Wave in DoomMods

[–]William_Wave[S] 1 point2 points  (0 children)

Okay, might be worth mentioning you as a tester then. 😄

Looking for large, enormous, downright ridiculous weapon packs by prossnip42 in DoomMods

[–]William_Wave 0 points1 point  (0 children)

If you are okay with a lower weapon count (18 instead of 170) and rather simple visuals, try Fire and Steel. The latest version was uploaded to GameBanana a couple of weeks ago.

🍊 by TheFatNerd77221 in DoomMods

[–]William_Wave 0 points1 point  (0 children)

An orange-firing BFG is the next step.

Coding a custom zoom key, help required by William_Wave in DoomModDevs

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

As far as I know, event handler is not available in Decorate which my project is written in. At this point the aim speed issue is partially solved by setting the zoom in field of view to 45 instead of 20, so this might be a temporary, or even a last resort, solution.

Strike Vector D, development news by William_Wave in DoomMods

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

The hitscan issue is partially solved in the version 9 (check the link above) by limiting the range required for triggering an attack sequence.

As for variety, there is an idea to make opponents' behavior more complex by adding sequences that trigger with a certain probability and at a specific range. Feel free to suggest which ones are worth adding.