01-12-2003, 11:33 AM
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#16
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A Bat
Join Date: Jan 2003
Posts: 1
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idmypos
nice interface great job
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02-04-2003, 06:36 PM
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#17
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A Ghoul
Join Date: Jul 2002
Posts: 10
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Head
Anyway to get just the animation/coding for the head itself (I got a few custom mods, although the head would make it more obvious when I'm getting hit, especially if I could add it into my current player window (which has more info than the default one)?
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02-04-2003, 09:40 PM
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#18
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A Ghoul
Join Date: Aug 2002
Server: Ayonae Ro
Posts: 18
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Codes
Wow, I haven't posted in a while. Anyways, I have a very good memory.
IDDQD- God mode
IDCLIP- Go through walls
IDFA- Full ammo to all weapons
IDKFA- All weapons with full ammo and all keys
Hmm... maybe I do have a bad memory. I remember there was also a level skipping code, and a map code. I guess I forgot them all when I memorized the Return to Castle Wolfenstein cheats (yep, just because doom is gone doesn't mean ID is dead).
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02-07-2003, 05:57 AM
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#19
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A Bat
Join Date: Nov 2002
Server: the rathe
Posts: 1
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after the recent patch...i am now seeing 3 of the doom guys faces at all times...and its running into my health bar so i cant see my health anymore...i have really been enjoying this skin and would like to see a patch to fix it cause i dont want to give it up
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02-07-2003, 07:59 PM
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#20
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A Fire Beetle
Join Date: Feb 2003
Posts: 3
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I think levelskip was IDSPISPOPI or poppi at the end.
Last edited by Blackdeath : 02-08-2003 at 01:01 PM.
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02-11-2003, 02:33 PM
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#21
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A Gray Wolf
Join Date: Nov 2002
Posts: 7
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doomeq revision
i love the idea for this mod, but it doesn't quite suit my needs as a melee running in 1280x1024.
i'm looking to remove the spell gems, the invite/disband buttons (i take those out of all my mods), add a 7x3 array of spellbuffs+bardbuffs, add a window (as "ARMS") for my standard array of clicky/wep/inventory keys, remove the mana display in favor of...something i haven't thought of yet, and a couple other things i can't remember atm.
the problem is, i'm lazy, and don't want to take the time to do all the art myself you've established a great codebase and a unique idea, and i'd like to, with your permission, use and redistribute the doomeq as a forked, melee-centric code base.
i understand how much work goes in to these skins, and don't want to steal your idea and code if you'd prefer to maintain the rights to it.
-tk
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02-11-2003, 03:18 PM
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#22
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A Gray Wolf
Join Date: Nov 2002
Posts: 7
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for that matter, anyone have suggestions for use of the ARMOR window from doom for melee classes? no mana, don't care, no stamina, it's trivial at best (i'll add a stamina minibar like that found in other melee skins). use it for ac? seems a bit excessive for a stat generally less useful than hp for highend, even if obviously appropriate for the slot. i could ditch it altogether, but i'm trying to fit the doom interface as closely as possible.
ideas?
-tk
Last edited by tannin : 02-11-2003 at 05:09 PM.
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02-12-2003, 12:49 PM
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#23
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A Snow Cougar
Join Date: Sep 2002
Posts: 41
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IDSPISPOPD was no clip mode (run through walls) for Doom1.
They made the codes shorter for Doom2.
IDKFA was all weapons/armor/ammo from what I remember... not too sure.
IDDQD was God mode.
...why am I listing these? /ugh
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08-06-2003, 07:47 PM
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#24
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A Bat
Join Date: Jul 2003
Server: Zebuxuruk
Posts: 1
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Quote:
Originally posted by Dolby
WOOT!
Does it come with a BFG ?
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Sadly, they nerfed it.
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