Search found 438 matches

by PaganRaven
Fri Apr 16, 2021 2:00 pm
Forum: Scripting
Topic: Is there a way to get a polyobject line angle?
Replies: 7
Views: 552

Re: Is there a way to get a polyobject line angle?

Yeah... I don't think it works like that. I guess what I really need to know is, when you rotate a polyobject, what does the speed value literally indicate? If speed was 1, would it take 360 tics to do a 360 degree full rotation? 255 tics for a full byte angle rotation? Or is it slower than that ...
by PaganRaven
Thu Apr 15, 2021 12:54 pm
Forum: Scripting
Topic: Is there a way to get a polyobject line angle?
Replies: 7
Views: 552

Re: Is there a way to get a polyobject line angle?

lemme see if I can get this straight:

This is a THINKER thing I have to place somewhere on the map, I set the poly to one of its arguments, then I can get the angle of the thinker's TID and it matches the poly's angle?
by PaganRaven
Thu Apr 15, 2021 11:19 am
Forum: Scripting
Topic: Is there a way to get a polyobject line angle?
Replies: 7
Views: 552

Re: Is there a way to get a polyobject line angle?

I keep getting "invalid declarator" for the first line of the first script it tries to load. How do I include zscripts properly into zdoom/zandronum ACS?
by PaganRaven
Thu Apr 15, 2021 7:51 am
Forum: Scripting
Topic: Is there a way to get a polyobject line angle?
Replies: 7
Views: 552

Re: Is there a way to get a polyobject line angle?

This is more than I could have asked for, thanks :wub:
by PaganRaven
Wed Apr 14, 2021 8:18 pm
Forum: Scripting
Topic: Is there a way to get a polyobject line angle?
Replies: 7
Views: 552

Is there a way to get a polyobject line angle?

The polyobject itself doesn't change angle so what happens when it rotates? Is there a way to calculate how many degrees of angle movement elapsed on a rotating polyobject by its speed (say speed 8 for instance. Does that mean it moves 8 degrees for every 1 tic? it seems slower than that. Is it 255 ...
by PaganRaven
Tue Mar 16, 2021 6:33 pm
Forum: Technical Issues
Topic: Compiling on OS X Big Sur
Replies: 46
Views: 5224

Re: Compiling on OS X Big Sur

You're pushing these out fast for someone taking your time (not complaining; your stuff looks great!)

I made the [wiki=Compile_GZDoom_on_Mac_OS_X_11.2.2]new wiki page[/wiki]
by PaganRaven
Fri Mar 12, 2021 7:23 pm
Forum: Technical Issues
Topic: Compiling on OS X Big Sur
Replies: 46
Views: 5224

Re: Compiling on OS X Big Sur

What about the map screens and the ending with the heresiarch on it?
by PaganRaven
Thu Mar 11, 2021 8:12 pm
Forum: Technical Issues
Topic: Compiling on OS X Big Sur
Replies: 46
Views: 5224

Re: Compiling on OS X Big Sur

You have converted me from a cynic to a true believer :woh:

I wanna do the Cleric's mace. Pleez? I promise I won't disappoint. I'll use Hexen's palette and everything. :mrgreen:
by PaganRaven
Thu Mar 11, 2021 10:32 am
Forum: Technical Issues
Topic: Compiling on OS X Big Sur
Replies: 46
Views: 5224

Re: Compiling on OS X Big Sur

I have set up a functioning xcode project environment. Screen Shot 2021-03-11 at 11.27.56 AM.png On an unrelated note: I noticed there's a new widescreen support pk3. When I try playing as the cleric in hexen and swing the mace, the sprite for the weapon's attack gets cut off at the right edge ...
by PaganRaven
Wed Mar 10, 2021 11:20 am
Forum: Technical Issues
Topic: Compiling on OS X Big Sur
Replies: 46
Views: 5224

Re: Compiling on OS X Big Sur

And look! That doesn't say Intel. That's Apple Silicon! I made an M1 build that doesn't need Rosetta!
Screen Shot 2021-03-10 at 12.16.24 PM.png
Screen Shot 2021-03-10 at 12.16.24 PM.png (29.13 KiB) Viewed 1090 times
by PaganRaven
Wed Mar 10, 2021 10:43 am
Forum: Technical Issues
Topic: Compiling on OS X Big Sur
Replies: 46
Views: 5224

Re: Compiling on OS X Big Sur

SUCCESS!

My problem was I needed to set the jpeg, zlib, and bzip2 include dir configs to the directories in the gzdoom master, NOT to opt/include where big sur finds that stuff automatically. I'll update the wiki entry on this (or make a new one)
by PaganRaven
Tue Mar 09, 2021 5:31 pm
Forum: Technical Issues
Topic: Compiling on OS X Big Sur
Replies: 46
Views: 5224

Re: Compiling on OS X Big Sur

I think that is what I'm using. Can you see my branch (vikingboybilly) and verify? edit: Cloning with xcode with a token now, and I made sure it's the master. Maybe using github desktop to clone was the problem (it's taking a lot longer too, must be making Xcode project environment stuff for it ...
by PaganRaven
Tue Mar 09, 2021 3:06 pm
Forum: Technical Issues
Topic: Compiling on OS X Big Sur
Replies: 46
Views: 5224

Re: Compiling on OS X Big Sur

Darn it. I have an intel mac that's too old to upgrade to big sur, and this one that's brand new and has an M1 chip processor :P Well, I want to be an active collaborator in the gzdoom dev group, so I can be a guinea pig and help work with you on this. Like in that list of errors, it thinks there's ...
by PaganRaven
Tue Mar 09, 2021 2:21 pm
Forum: Technical Issues
Topic: Compiling on OS X Big Sur
Replies: 46
Views: 5224

Re: Compiling on OS X Big Sur

Thanks for that mental! Getting warmer... now it can configure and generate at least, but it makes a corrupted app. Last login: Tue Mar 9 11:20:03 on ttys000 bill@Williams-Mac-mini ~ % cd /Users/bill/Documents/GitHub/gzdoom/build bill@Williams-Mac-mini build % make [ 0%] Building C object libraries ...
by PaganRaven
Tue Mar 09, 2021 12:38 pm
Forum: Technical Issues
Topic: Compiling on OS X Big Sur
Replies: 46
Views: 5224

Re: Compiling on OS X Big Sur

Xcode Version 12.4 (12D4e)

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