The "How do I..." Thread

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Re: Health HUD color above 100

Postby Megaherz » Fri Apr 06, 2012 10:57 am

NightFright wrote:How do I manage to change the color for the health numbers in the HUD so that it behaves exactly like in the alternate ZDoom HUD (i.e. red color with 1-25%, gold with 26-50%, green with 51-100%, blue with 101-200%)?


Take a look at the SBARINFO in ZDoom.pk3, I'm pretty sure I saw it there once.
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Re: The "How do I..." Thread

Postby NightFright » Fri Apr 06, 2012 11:12 am

Problem is that one contains only the code for the standard HUD and the normal fullscreen one. The code for the alternate ZDoom version is not included, and I have no idea where to find it.
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Re: The "How do I..." Thread

Postby Blue Shadow » Fri Apr 06, 2012 12:33 pm

Here is something to simulate that behaviour.

althud_sim.pk3
(1.76 KiB) Downloaded 7 times

Note: For health, there isn't a way that I'm aware of to achieve that without ACS. As for armor, everything is SBARINFO-dependent.
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Re: The "How do I..." Thread

Postby NightFright » Fri Apr 06, 2012 1:33 pm

I see. Didn't expect it to be that complicated, but it seems to work. :) A pity there isn't a way to do this for health similar to armor, but well, I guess there are reasons for that. Thanks a lot!
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Re: The "How do I..." Thread

Postby Ravick » Fri Apr 06, 2012 6:22 pm

Blue Shadow wrote:@Ravick: The x and y parameters are supposed to be float values, i.e, 128.0.

Code: Select allExpand view
Line_SetTextureOffset (174, 63.0, 0.0, SIDE_FRONT, TEXFLAG_MIDDLE );


Tnanks! It works just fine now! :D

___

Her... :oops: a very noob question:

How do I install a SVN version? I want to play mods with the A_Radius in my Zdoom and GZdoom.
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Re: The "How do I..." Thread

Postby .+:icytux:+. » Fri Apr 06, 2012 6:29 pm

Basically you just download the zip, and unzip it in your zdoom folder overwriting the stuff it asks you about.
http://svn.drdteam.org
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Re: The "How do I..." Thread

Postby Ravick » Fri Apr 06, 2012 6:40 pm

Hum... Thanks. But I haven't seem that it's just a patch. I've extracted the "RadiusGive.patch", but I don't know how to "add" it to the Source Port.
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Re: The "How do I..." Thread

Postby .+:icytux:+. » Fri Apr 06, 2012 6:43 pm

Ah, theres no need to patch it yourself as in the latest svn version of zdoom and gzdoom you can find on http://svn.drdteam.org The Radiusgive is already patched in.

If you really want to patch it yourself for some reason, I can't help you.
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Re: The "How do I..." Thread

Postby Xaser » Sat Apr 07, 2012 2:14 am

Hmm... just a random thought I had, but does anyone know of a DECORATE-based way (or perhaps a combination of DECORATE+ACS that doesn't involve TIDs) to effectively assign a newly-fired actor (via A_FireCustomMissile) a custom args[0] value? Probably a pipe-deam and it's for a really specific use case, but it's worth an ask.
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Re: The "How do I..." Thread

Postby Ravick » Sat Apr 07, 2012 9:54 am

Hum... Without using TIDs I have no idea. Can't it use very hight values for TIDs? I mean, values that you will never use in maps? I usually use values >1500 for DECORATE tagged actors.

.+:icytux:+. wrote:Ah, theres no need to patch it yourself as in the latest svn version of zdoom and gzdoom you can find on http://svn.drdteam.org The Radiusgive is already patched in.

If you really want to patch it yourself for some reason, I can't help you.


Her, I dont want to patch it, it's because I rly don't know what to do :oops:
I did see the A_RadiusGive topic, so I downloaded the zip file from there. I did take a look at http://svn.drdteam.org/, but I couldn't realize what is the file I should download with this new feature.

Is this the file? http://svn.drdteam.org/gzdoom/zdoom-r3520.7z
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Re: The "How do I..." Thread

Postby ChronoSeth » Sat Apr 07, 2012 10:43 am

Uh... yeah. :P
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Re: The "How do I..." Thread

Postby TerminusEst13 » Sat Apr 07, 2012 1:13 pm

Is there a way to force death camera on, well, death?
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Re: The "How do I..." Thread

Postby Ravick » Sat Apr 07, 2012 7:14 pm

I don't know if there is a "legit" way to do that; If don't, I'd try to spawn an special actor when player dies and set camera to it.

ChronoSeth wrote:Uh... yeah. :P


hehe, thanks. :)

Edit:

I'm using FloorAndCeiling_LowerByValue to move a 3Dfloor. Is there a way to make it crush the player (and/or monsters) like in Doom3 elevators?
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Re: The "How do I..." Thread

Postby .ex.inferis. » Sun Apr 08, 2012 2:37 pm

Is it possible for a weapon to lower your speed as long as you are holding it, including during the fire state? I attempted to do that via giving the player a powerup that did that but I don't think my code worked very well....a.k.a. didn't work. lol.
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Re: The "How do I..." Thread

Postby Megaherz » Sun Apr 08, 2012 2:51 pm

Should be simply a matter of giving the "powerup" at the beginning of the select state and taking it away at deselect...
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