This member has provided no bio about themself...
lo tendre en cuenta
se viene la hora del test :GWatproFeelsMilkMan:
guess not :(
el de arriba amanecio miado
ponete el discord oscuro :sunglasses:
My man :handshake:
A mod with a bit high difficulty, less ammo, health etc. It forces the player to act in a tactical way even in relatively easy maps, having to aim for the head to save ammo and administrate the inventory.
The mod counts with 9 weapons, besides the fists, a knife, bandages and the Classic BFG that remains unmodified.
Weapons have a very notorious recoil that forces the player to aim or fire in short bursts to increase precision
The player also bleeds and has to resort to cover the wounds with bandaging (slot 8) or directly prevent the bleeding by wearing new armors from time to time
Manual action weapons like the shotgon or the bolt action rifle needs to be operated manually with the Secondary Fire button And a similar system for reloading, starting the reload with the Reload button and inserting the mag with the Secondary Attack
ironicamente, la foto fue tomada en la verzion gzdoom
y si era bueno pq lo matas XD
why the **** does moddb rename the file to lambda_code.number.zip??????
You've just lost
The size reduction is just my tendency to "optimize" things in some way, it helps when i have to define the model for the entities because each frame in the model has to be manually assigned to a sprite. It may also help with the performance since the size in the .md3 models i'm using tend to scale quickly and consume even more VRAM
it was one of the things i had in mind before the release and also been asked for. But i eventually forgot about it, maybe someday
buena tula man
thanks for your feedback
the crosshairs are actually in the mod, just disable the default zdoom crosshair ('crosshair 0' in the console)
the weapon menu is just not finished yet, i was too lazy to implement the wheel support but still works good with the numbers
as for hl movement, i'm not familiar with that kind of coding and maths, i've seen a mod over there that adds different movement styles from other games such as dusk and quake. Sadly, it's not compatible with lambda because both mods have their own modified player. i could try porting the quake movement to it but right now it's not in my plans
and yes, some anims are a bit weird, that happens when i reduce the amount of frmes in the anim to lower the models' size, i don't have a perfect technique for it so i do it just by guessing how much to reduce them
Haha i completely forgot about that commentary i did about the lastweap feature, i wrote that because back then there was no weapon menu and you had to scroll through the arsenal as in normal doom
impertinente esa carnesita uwu