- December 13, 2024, 17:47
- Welcome, Guest
Show Posts
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages: [1]
1
Modding / Re: Modding wishlist
« on: May 22, 2012, 11:33 »
My concept of a flamethrower would be a weapon that causes damage to everything in an area. So in my view, a flamethrower prototype should have a spread and range, similar to a shotgun. These properties would define the area of effect. When the flamethrower is fired, everything within the area of effect is damaged (unless the attack is blocked by a wall or other impassable object).
So it would be pretty similar to a shotgun with MF_RAY, except:
1) The missiles travel the full weapon range, and stop completely at that range
2) The missile is displayed simultaneously at all points within the area of effect
An optional damage-over-time effect (ie setting things on fire) might also be useful.
So it would be pretty similar to a shotgun with MF_RAY, except:
1) The missiles travel the full weapon range, and stop completely at that range
2) The missile is displayed simultaneously at all points within the area of effect
An optional damage-over-time effect (ie setting things on fire) might also be useful.
2
Modding / Re: Modding wishlist
« on: May 22, 2012, 09:20 »
123. A flamethrower prototype
I know flamethrowers weren't present in Doom, but it's the only major weapon archetype that I can think of that isn't represented in DoomRL. Since not all the weapons in DoomRL are from Doom (like the tristar blaster), a flamethrower could be an interesting rare or unique item. Even if not, I expect it would be useful for modders to have that prototype available.
I know flamethrowers weren't present in Doom, but it's the only major weapon archetype that I can think of that isn't represented in DoomRL. Since not all the weapons in DoomRL are from Doom (like the tristar blaster), a flamethrower could be an interesting rare or unique item. Even if not, I expect it would be useful for modders to have that prototype available.
3
Modding / Re: Opening WAD Files
« on: May 09, 2012, 12:48 »
I wondered if that was the case, given the lack of information about it. I suppose I'll just have to wait until modding them is supported. I'm glad to hear that it's planned for a future update. For now, I think I'll just look at some other mods and see what can be done in the current version.
Thanks for all the help.
Thanks for all the help.
4
Modding / Re: Opening WAD Files
« on: May 09, 2012, 12:26 »
I was really hoping to edit the classes and traits.
5
Modding / Opening WAD Files
« on: May 09, 2012, 11:19 »
I've been trying to get started modding DoomRL, but I'm not sure how to begin. I feel like I need to be able to open the base game's WAD files to use as examples, but none of the tutorials I've found explain how to do this. Is there a way to unpack the game's WAD files, or are there example files available for 0.9.9.6 that show how everything is supposed to be formatted?
Pages: [1]