Search found 672 matches
- 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 ...
- 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! 

- Wed Feb 16, 2022 3:03 pm
- Forum: Off-Topic
- Topic: Rain, the brazillian nightmare!
- Replies: 2
- Views: 829
- 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:
- 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.
- Sat Jan 15, 2022 9:10 am
- Forum: Creation, Conversion, and Editing
- Topic: A script to build custom shaped 3d floors
- Replies: 33
- Views: 20915
Re: A script to build custom shaped 3d floors
Holly Hell! 

- 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
- 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?
- 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.
- 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.
You lost "days", I lost years of work and I feel your pain.

- 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.
- 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?
- 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.
I know more about the the moon surface than zscript.
I was able to change the PAUSE lump at least.
- 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 ...
- 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 ...