Search found 672 matches

by Logan MTM
Mon Mar 25, 2024 6:37 pm
Forum: Scripting
Topic: DEFCVARS for non IWADs?
Replies: 0
Views: 200

DEFCVARS for non IWADs?

Hi everyone! Currently in the polishing phase, I came across a difficulty: pre-defining video and other options" so that the Mod has the correct appearance. Is there any way to set these options so that they only take effect during my Mod's gameplay and revert to the player's personal options when ...
by Logan MTM
Mon Mar 28, 2022 5:53 pm
Forum: Mapping
Topic: Hub: Kills, Items, Secrets Question
Replies: 4
Views: 711

Re: Hub: Kills, Items, Secrets Question

You have the awnser in your hands. You just need to open and play a little bit! :roll:
by Logan MTM
Wed Feb 16, 2022 3:03 pm
Forum: Off-Topic
Topic: Rain, the brazillian nightmare!
Replies: 2
Views: 829

Rain, the brazillian nightmare!

by Logan MTM
Fri Jan 21, 2022 4:12 pm
Forum: TCs, Full Games, and Other Projects
Topic: GOLDEN AXE DOOM! (DEMO)
Replies: 7
Views: 4541

Re: GOLDEN AXE DOOM! (DEMO)

Spoiler:
by Logan MTM
Tue Jan 18, 2022 6:38 am
Forum: Scripting
Topic: Get music volume from ACS
Replies: 2
Views: 952

Re: Get music volume from ACS

There is no "GetMusicVolume" in ACS. Perhaps ZScrip.
by Logan MTM
Wed Jan 12, 2022 9:01 am
Forum: Scripting
Topic: Animated weapon Raise
Replies: 18
Views: 4567

Re: Animated weapon Raise

Crazzy tip from dumb modder: I usually do all frames as Custom States. Every single one. Ready: FRAM ABCD A_WeaponReady Loop Becomes: Ready: ReadyLoop: ReadyLoopA: FRAM A A_WeaponReady ReadyLoopB: FRAM B A_WeaponReady ReadyLoopC: FRAM C A_WeaponReady ReadyLoopD: FRAM D A_WeaponReady Goto ReadyLoop
by Logan MTM
Sun Jan 09, 2022 11:06 pm
Forum: Feature Suggestions [GZDoom]
Topic: add offsets to decaldef
Replies: 9
Views: 4832

Re: add offsets to decaldef

Just curious. What would be the practical application of this?
by Logan MTM
Sun Jan 09, 2022 10:47 pm
Forum: Closed Bugs [GZDoom]
Topic: Poly Objects don't move slopes
Replies: 17
Views: 5686

Re: Poly Objects don't move slopes

I'm a layman in the PolyObj subject at code level but, who knows (maybe) a model combined with ActorMover should solve your need and even make things easier for everyone: For You, Graf, DevTeam, etc.
by Logan MTM
Sun Jan 09, 2022 10:40 pm
Forum: Scripting
Topic: OMG Help! Can't open my PK3 file!
Replies: 11
Views: 1968

Re: OMG Help! Can't open my PK3 file!

I recommend doing manual backup every time you start working on something, especially Doom stuffs.
You lost "days", I lost years of work and I feel your pain. :(
by Logan MTM
Sun Jan 09, 2022 10:56 am
Forum: Scripting
Topic: OMG Help! Can't open my PK3 file!
Replies: 11
Views: 1968

Re: OMG Help! Can't open my PK3 file!

So, i recommend starting over from scratch. Or call a forensic analyst.
by Logan MTM
Sat Jan 08, 2022 10:50 pm
Forum: Scripting
Topic: OMG Help! Can't open my PK3 file!
Replies: 11
Views: 1968

Re: OMG Help! Can't open my PK3 file!

Do you have any older .bak?
by Logan MTM
Fri Jan 07, 2022 6:39 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Ability to customize pause display
Replies: 15
Views: 6919

Re: Ability to customize pause display

Well...
I know more about the the moon surface than zscript.
I was able to change the PAUSE lump at least.
by Logan MTM
Thu Jan 06, 2022 6:20 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Ability to customize pause display
Replies: 15
Views: 6919

Re: Ability to customize pause display

Something like this... class MyStatusBar : BaseStatusBar { override bool DrawPaused (int player) { // Do stuff here... // Returning 'true' skips the internal drawing of the "Pause" sign, // otherwise it's drawn too. return true; } } Oh, ok. Please, let me ask. This is about the PAUSE graphic on ...
by Logan MTM
Wed Jan 05, 2022 4:57 pm
Forum: Scripting
Topic: Can I limit this property of Monsters?
Replies: 1
Views: 390

Re: Can I limit this property of Monsters?

MeleeRange Actor Propertie? MeleeRange value Specifies the maximum distance to a target where a melee attack inflicts damage. Distance is calculated from the attacker's center to the target's bounding box. All monster melee attacks use this value for melee range. This include A_BasicAttack, A ...

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