Search found 20 matches

by JTE
Sat Jan 20, 2024 7:56 pm
Forum: Gameplay Mods
Topic: Hexlin (Proof of concept demo) - Hexen, but linear
Replies: 1
Views: 1670

Hexlin (Proof of concept demo) - Hexen, but linear

Hexlin is a tiny GZDoom mod for Hexen which attempts to manage the confusion and frustration of new players by closing irrelevant paths and portals to limit unnecessary backtracking, and changing locked response text and other feedback to help the player understand their current objectives and ...
by JTE
Thu Jan 19, 2006 9:27 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Projectile Reflection
Replies: 0
Views: 445

Projectile Reflection

I know objects can be set to reflect projectiles back at the people who shot them... But it'd be nice if linedefs could be set to reflect damage as well, possibly even hitscan weapons. This would be neat for if you had a large mirror or something ... Meh. I dunno. Not such a good suggestion, might ...
by JTE
Thu Jan 19, 2006 6:34 am
Forum: General
Topic: ZBattleship
Replies: 27
Views: 1342

Sadly, I've been known to rarely finish the great things I make and update them even less afterwards. If I ever do somehow get around to updating ZBattleship, I will certainly consider replacing the dart board with a grid of monsters (invisible or otherwise), as well as replacing the camera with a ...
by JTE
Thu Jan 19, 2006 2:12 am
Forum: General
Topic: ZBattleship
Replies: 27
Views: 1342

Yay, I've figured out how to make skyboxes. I really should've done that rather then using a camera... It makes everything a lot easier to see, so the only reason to use a camera attached to a texture now is if you want it to look like a texture or if you want to limit what is being viewed... :?
by JTE
Thu Jan 19, 2006 1:40 am
Forum: Editing (Archive)
Topic: ACS Prefab Database
Replies: 255
Views: 25942

I want to contribute to this, but I really haven't made much yet... :( I made a useless script which spawns HeXen players with random classes and colors at every map spot with a tag less then 999 and also a "Super Mage Duel" script which would spawn two HeXen mage-class enemys with modified railguns ...
by JTE
Wed Jan 18, 2006 2:56 am
Forum: General
Topic: ZBattleship
Replies: 27
Views: 1342

I'm unsure why this would occur, though I've never tested the wad in GZDoom before...
by JTE
Wed Jan 18, 2006 2:47 am
Forum: General
Topic: ZBattleship
Replies: 27
Views: 1342

But does it do it in the same position? ;) JasonBot shoots cannonballs too, you know. :P Even though it's called "turn-based mode", it's more like "You both choose where you're gonna shoot, then you shoot at the same time", but it is immediate when fighting JasonBot because he takes only an instant ...
by JTE
Wed Jan 18, 2006 2:42 am
Forum: General
Topic: ZBattleship
Replies: 27
Views: 1342

The problem with hitscans was ONLY that if you hit a square, you might also hit all the squares under/above it as well, due to the hit detection going right through the really thin walls and such... So hitting the very very top square would hit the top half of that row and stuff. I wouldn't be too ...
by JTE
Tue Jan 17, 2006 6:37 am
Forum: General
Topic: ZBattleship
Replies: 27
Views: 1342

Yes, I tried using the line activation "hit with a projectile" to detect shots originally... That was a disaster, as multiple triggers were hit at the same time (because the squares on the board were the triggers rather then the linedef in front of them)... Which was why I needed to have the ...
by JTE
Tue Jan 17, 2006 6:27 am
Forum: General
Topic: ZBattleship
Replies: 27
Views: 1342

Wha? Screen? Hitscan weapons? I'm lost. :( If you mean the weapons that instantly hit whatever you're aiming at (like the regular pistol), I made the dart board detect the square using the position of the particle passing through a set of linedefs in front of the dart board and that didn't work with ...
by JTE
Tue Jan 17, 2006 6:21 am
Forum: General
Topic: ZBattleship
Replies: 27
Views: 1342

Also remember, I wanted to leave in a "modern" realtime mode so you could go very fast blasting away at your opponent so it's not just strategy and luck, but speed and skill. I don't think this system would work so well for that.
by JTE
Tue Jan 17, 2006 6:11 am
Forum: General
Topic: ZBattleship
Replies: 27
Views: 1342

Yes, that probably would've been a whole lot cooler, but remember, I haven't even used slopes before and ... :roll: Well, I'm not as much of a mapper as I am a programmer, I guess. I have one question, though, how do you intend to choose where to build ships or where to shoot using this method ...
by JTE
Tue Jan 17, 2006 4:44 am
Forum: Editing (Archive)
Topic: ACS Porblems
Replies: 18
Views: 785

Just declare an array outside of any script or function.
int myint[2];

I'm not sure if initing it right there would work out so well, though, so I suggest maybe using an open script to set it's initial values.
by JTE
Tue Jan 17, 2006 4:35 am
Forum: General
Topic: ZBattleship
Replies: 27
Views: 1342

In the "SCRIPTS" lump, of course. If that has somehow been destroied from your copy of the wad, I do still have it. Also note the other lumps (such as DEHACKED and DECORATE) are fully commented as well.
by JTE
Tue Jan 17, 2006 4:32 am
Forum: Editing (Archive)
Topic: Scripting
Replies: 18
Views: 834

"// Doom Builder could not detect a SCRIPTS lump in the map, // so it has decompiled this code from the BEHAVIOR lump." SCRIPTS is the 'source code' of an ACS script; It is the uncompiled version of BEHAVIOR. This comment means Doom Builder raw decompiled the BEHAVIOR lump to get what is below ...

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