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by MartinHowe
Fri May 16, 2025 1:23 am
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38020
Views: 4635615

Re: [SPRITES] Spriting Carnival!!

Ganbare-Lucifer wrote: Thu May 15, 2025 3:31 pm Arch-Devil
That is really cool; I'll have to find a use for him 8-)
by MartinHowe
Fri Apr 18, 2025 3:07 am
Forum: Off-Topic
Topic: The "Fresh Free Game Deals" Thread
Replies: 678
Views: 177252

Re: The "Fresh Free Game Deals" Thread

Not free, but dirt cheap: Rise of the Triad Classic site licence edition on GoG for 67p / 92c until 25 April. Good discounts on the remaster and the modern RoTT as well. (Plays with DosBox, or just grab the data files and use a modern source port).
by MartinHowe
Mon Apr 14, 2025 4:49 pm
Forum: Projects
Topic: [Shadow Warrior] Minimized/fixed Wanton Destruction
Replies: 7
Views: 5536

Re: [Shadow Warrior] Minimized/fixed Wanton Destruction

Came in on this late, but thanks for the fixes :thumb: Since TD doesn't have a TITLEPIC (or whatever it's properly called in BUILD), I hacked one up based on the SWCR image used in mod selection. It won't win any prizes, and people far more experienced than me with BUILD art can do better, but it's ...
by MartinHowe
Tue Mar 18, 2025 1:47 pm
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38020
Views: 4635615

Re: [SPRITES] Spriting Carnival!!

I thought it was interesting how Dr. Pyspy made the gargoyles in Doom Delta have faces inspired by the wall texture gargoyle faces, so I wanted to see what it would look like if I tried the same thing with the satyr. That is pretty cool; the regular Satyr is awesome and this version is real creepy ...
by MartinHowe
Tue Feb 04, 2025 11:32 am
Forum: Scripting
Topic: ChatGPT o3 Mini-High (Can it code for DECORATE?)
Replies: 30
Views: 2679

Re: ChatGPT o3 Mini-High (Can it code for DECORATE?)

AI is basically the new Snake Oil; overhyped, overblown, and over here :lol: Yes it has some uses, but it's not intelligent at all, just awk on steroids. Real AI will be a game changer, if it ever exists in our lifetimes, but there could be ethical issues, particularly if it has to be sentient in ...
by MartinHowe
Sun Feb 02, 2025 5:03 am
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30876
Views: 2142534

Re: The WIP Thread

"Put down the 3D printer! You have twenty seconds to comply!!"

That's very good. (Though I don't think the devs of Strife could have ripped off the ED-209 harder if they had tried to :P )
by MartinHowe
Sun Jan 05, 2025 9:51 am
Forum: Scripting
Topic: Complex A_Chase replacement in ZScript
Replies: 4
Views: 2895

Re: Complex A_Chase replacement in ZScript

Sudden interest in this out of nowhere :) Sadly, I haven't worked on it for years and given the pace of change in ZScript, it's probably sub-optimal. I don't have the time to do anything with it any more :(
by MartinHowe
Sun Jan 05, 2025 4:00 am
Forum: Levels
Topic: Forgotten Doom 2 Wads created by my brother in 95-96
Replies: 7
Views: 3614

Re: Forgotten Doom 2 Wads created by my brother in 95-96

I downloaded Forgotten Doom2 wads from 95-96 by KP.zip as that is presumably your file. Will have a go at some of them during the week. Since there's a flood of WADs these days, some screenies might encourage people to try them in the face of the competition; remember, it's people's time you're ...
by MartinHowe
Thu Jan 02, 2025 12:04 pm
Forum: Mapping
Topic: [UDMF] SNDSEQ: Different sounds for Move (NOT Door)
Replies: 3
Views: 2873

Re: [UDMF] SNDSEQ: Different sounds for Move (NOT Door)

Not sure what promoted the necroposting, but thanks all the same :) Due to ill health, I haven't worked on the mod for a few months, but when resuming, I'll look into this :thumb:
by MartinHowe
Thu Dec 05, 2024 1:29 am
Forum: Creation, Conversion, and Editing
Topic: zt-bcc: Maintained BCC fork - v0.10.0 alpha 5
Replies: 10
Views: 6920

Re: zt-bcc: Maintained BCC fork - v0.10.0 alpha 2

Good point. I'd completely forgotten about MP as I only play single, so yeah, Zandronum; for other ports that can run ZDoom ACS code, I guess this gives much of the power of ZScript. It's hard to forget that despite having virtually taken over the post limit-removing world, there are other options ...
by MartinHowe
Mon Dec 02, 2024 5:40 pm
Forum: Creation, Conversion, and Editing
Topic: zt-bcc: Maintained BCC fork - v0.10.0 alpha 5
Replies: 10
Views: 6920

Re: zt-bcc: Maintained BCC fork - v0.10.0 alpha 2

I have to say this is incredibly cool 8-) :thumb: But I think the lack of replies is probably because its too advanced for most people to use; for everything but map manipulation we have ZScript and there's a lot of that which you can do with ZScript, especially as you can now create your own sector ...
by MartinHowe
Tue Nov 12, 2024 2:07 am
Forum: Feature Suggestions [GZDoom]
Topic: GetSky for ACS
Replies: 4
Views: 2095

Re: GetSky for ACS

The bare bones is: define a function in ZScript that does the check, and then call the function from ACS using the ScriptCall ACS function.

(Gotta leave home for work soon, so no time to flesh it out right now; but hopefully that should give you the ideas to research)
by MartinHowe
Tue Nov 05, 2024 6:02 pm
Forum: Closed Bugs [GZDoom]
Topic: Player.MorphWeapon will remove weapon from inventory if identical when player unmorphs
Replies: 5
Views: 3224

Re: Player.MorphWeapon will remove weapon from inventory if identical when player unmorphs

I just noticed that none of these style flags are listed in the wiki (for MorphActor and UnMorphActor anyways). Also thanks for the tip! Yeah, they're in the entry for MorphProjectile because that's where it all started, originally with Heretic and HeXen; I'd suggest reading that whole page and ...
by MartinHowe
Tue Nov 05, 2024 1:18 am
Forum: Closed Bugs [GZDoom]
Topic: Player.MorphWeapon will remove weapon from inventory if identical when player unmorphs
Replies: 5
Views: 3224

Re: Player.MorphWeapon will remove weapon from inventory if identical when player unmorphs

I found that if you morph to a class that has it's Player.MorphWeapon set to the current weapon you are using when morphing, it will be removed from the player's inventory when the player unmorphs. There's a style flag for that: MRF_LOSEACTUALWEAPON — When the player unmorphs, the actual weapon g ...
by MartinHowe
Sun Oct 27, 2024 2:31 pm
Forum: Scripting
Topic: ACS scripting fails with a morphed actor
Replies: 5
Views: 341

Re: ACS scripting fails with a morphed actor

Or, if you control the morphing process, just use the MRF_NEWTIDBEHAVIOUR style flag: A morphed actor's TID is by default transferred from the old actor to the new actor. (Applies to players and monsters).

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