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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.
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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.
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Modding / Re: Opening WAD Files
« on: May 09, 2012, 12:26 »
I was really hoping to edit the classes and traits.
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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?
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