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Old 01-12-2003, 11:33 AM   #16
Kalenith
A Bat
 
Join Date: Jan 2003
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idmypos

nice interface great job
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Old 02-04-2003, 06:36 PM   #17
Kilsis
A Ghoul
 
Join Date: Jul 2002
Posts: 10
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Lightbulb 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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Old 02-04-2003, 09:40 PM   #18
Icithor
A Ghoul
 
Join Date: Aug 2002
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Posts: 18
Default 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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Old 02-07-2003, 05:57 AM   #19
billgates
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Join Date: Nov 2002
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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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Old 02-07-2003, 07:59 PM   #20
Blackdeath
A Fire Beetle
 
Join Date: Feb 2003
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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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Old 02-11-2003, 02:33 PM   #21
tannin
A Gray Wolf
 
Join Date: Nov 2002
Posts: 7
Question 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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Old 02-11-2003, 03:18 PM   #22
tannin
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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Old 02-12-2003, 12:49 PM   #23
ReallyLongTypist
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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Old 08-06-2003, 07:47 PM   #24
Yaah
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Quote:
Originally posted by Dolby
WOOT!

Does it come with a BFG ?



Sadly, they nerfed it.
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