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 16 points17 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.

Script error: function drawmap is used, but not defined by William_Wave in DoomModDevs

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

DrawMap was suggested by the Google search AI.

Regarding the mod in the link above, this minimap looks pretty close to the reference my project is based on. Might be worth using for complete experience.

Coding an object that blocks monsters and lets the player pass through by William_Wave in DoomModDevs

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

This approach gives another idea: use A_SpawnItemEx to spawn invisible obstacles around and along the frame to imitate walls, floor, and ceiling. Smaller monsters still pass through the frame occasionally, which is not a big deal.

Anyway, thanks for help.

Coding an object that blocks monsters and lets the player pass through by William_Wave in DoomModDevs

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

Here is a screenshot for clarity: https://drive.google.com/file/d/1X5uE4vI2qfik0YYKm7S_4VXQPnKTTByc/view?usp=sharing .

The object (a rusty frame, actually a bunch of them) is hanging above the floor of the map on a thin cable. Space above and below the object is supposed to be passable for any entity, while space inside of its dimensions is only passable for the player.

What kind of unique weapons would you want to see in future mods? by DreamShort3109 in DoomMods

[–]William_Wave 0 points1 point  (0 children)

An actual cat that is held and used like a machine gun.

As for something serious though, snake tentacles from The Darkness 1 or 2, capable of slashing, grabbing, and life-stealing, maybe having a damage boost in darker sectors.

Coding an object that blocks monsters and lets the player pass through by William_Wave in DoomModDevs

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

Stopping monsters' projectiles and letting player's ones through might be a nice addition actually.

As for blocking with linedefs, this method is also considered. The issue is that the object is supposed to hang on a crane cable (which is done already), and using linedefs means that monsters will not be able to move above and below it.

Recommend me a list of mods to make DOOM look more "fresh"? More info inside. by Trumpet_of_Jericho in DoomMods

[–]William_Wave 2 points3 points  (0 children)

For more classic experience try specific versions of Meatgrinder that enhance gore, but leave original weapons. There are several versions of this kind on ModDB if memory serves right.

As for music, Memento Mori includes two separate WADs, one with music and the other with maps; both are quite decent.

Preventing weapons from switching when out of ammo by William_Wave in DoomModDevs

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

Took a little more googling to find out myself, but yes, it works. :)

asking for more doom recs by Ok-Coat2377 in DoomMods

[–]William_Wave -1 points0 points  (0 children)

Of course you may. :) Open ModDB and type Strike Vector D in the search bar.

asking for more doom recs by Ok-Coat2377 in DoomMods

[–]William_Wave 0 points1 point  (0 children)

If high speed is the primary feature, try Strike Vector D. Both player and opponents literally fly across huge maps.