Search found 438 matches
- 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 ...
- 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?
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?
- 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?
- 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 

- 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 ...
- 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]
I made the [wiki=Compile_GZDoom_on_Mac_OS_X_11.2.2]new wiki page[/wiki]
- 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?
- 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
I wanna do the Cleric's mace. Pleez? I promise I won't disappoint. I'll use Hexen's palette and everything.

I wanna do the Cleric's mace. Pleez? I promise I won't disappoint. I'll use Hexen's palette and everything.

- 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 ...
- 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!
- 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)
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)
- 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 ...
- 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 ...
- 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 ...
- 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)