Search found 305 matches
- Fri Jan 17, 2025 11:16 am
- Forum: Scripting
- Topic: Help With A_SprayDecal Offset/Direction
- Replies: 2
- Views: 2283
Re: Help With A_SprayDecal Offset/Direction
Bumping this, does anyone at all understand how to use the offset and direction fields of A_SprayDecal?
- Sat Dec 28, 2024 2:59 pm
- Forum: Scripting
- Topic: Help With A_SprayDecal Offset/Direction
- Replies: 2
- Views: 2283
Help With A_SprayDecal Offset/Direction
I'm having trouble with A_SprayDecal, specifically how to use offset and direction parameters. I'm using A_SprayDecal as a replacement for GZDoom's inflexible built in blood generation, calling it from DamageMObj. I thought I had figured out how the Offset and Direction parameters worked because ...
- Fri May 03, 2024 8:39 am
- Forum: Bugs [GZDoom]
- Topic: Part of the Floor Not Rendering
- Replies: 0
- Views: 415
Part of the Floor Not Rendering
This is a strange one. In a very specific area of a map I'm working on, the floor fails to render in GZDoom and instead the skybox can be seen. The issue doesn't even apply to the whole sector but just a small part of it. The sector has no tag and no special properties. The map is UDMF and fairly ...
- Wed May 01, 2024 2:26 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1029
- Views: 405549
Re: Ultimate Doom Builder
The screenshot and text do not mention which port you are using I'm mapping for GZDoom, using a modified config for GZDoom UDMF. After further investigation, I believe my modified config is what is causing problems. Loading the map with the included vanilla GZDoom UDMF format displays the vertices ...
- Tue Apr 30, 2024 8:20 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1029
- Views: 405549
Re: Ultimate Doom Builder
I just updated Ultimate Doom Builder and opened one of my maps which is in UDMF format. The map makes use of vertices sloping and when I went into visual mode I noticed that the slopes where not being displayed despite having Enhanced Rendering Effects turned on. I toggled it several times but ...
- Tue Nov 07, 2023 1:13 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Canvas Textures Affected By Brightmaps
- Replies: 0
- Views: 1031
Canvas Textures Affected By Brightmaps
Currently canvas textures are not affected by brightmaps and this has caused me all sorts of headaches trying come up with workarounds. I've been using canvas textures to create interactive terminals and screens and the contents of the screens should always appear full bright and lights on the ...
- Tue Oct 17, 2023 10:07 am
- Forum: Mapping
- Topic: how to connect items between maps?
- Replies: 6
- Views: 1333
Re: how to connect items between maps?
Ok, so real simple, is there a way to run a special (or specifically, activate and deactivate thing) from ZScript? Or do I need to write ACS functions and call them from ZS? You can use A_CallSpecial to call an action special from ZScript. NOTE: It will only accept numbered action specials, ACS ...
- Wed Oct 11, 2023 11:14 am
- Forum: Scripting
- Topic: Return type mismatch with String [ZScript]
- Replies: 2
- Views: 412
Re: Return type mismatch with String [ZScript]
You don't have a return value outside of your if and else if statements, meaning that if all the if and else if statements failed, there wouldn't be anything for the function to return. You just need to add a return outside of your if and else if statements. It can be a simple empty string like ...
- Wed Oct 11, 2023 7:55 am
- Forum: Mapping
- Topic: What does your guy's mapping process look like?
- Replies: 5
- Views: 1485
Re: What does your guy's mapping process look like?
For me personally, I've never really understood the whole pencil and paper thing. I visualize what I want to create in my head and then go do my best to recreate it in the editor. This does of course mean that because I haven't carefully pre-planned a map's layout, sometimes I run into impossible ...
- Tue Oct 10, 2023 3:44 pm
- Forum: Scripting
- Topic: Custom Episode and Skill Menu
- Replies: 2
- Views: 877
Custom Episode and Skill Menu
For my project I have different episodes that need different skills depending on which episode is chosen. In addition, I would like to add additional skills than can be unlocked for an episode after it has been completed, NewGame+ style. The new skills would only be accessible from the skill menu ...
- Fri Oct 06, 2023 3:14 pm
- Forum: Levels
- Topic: [WIP] Hell Hath No Fury
- Replies: 4
- Views: 3857
Re: [WIP] Hell Hath No Fury
Wow, it has been over three years since the last status update. This project is not dead, far from it, I've been quietly overhauling all the project's assets and learning ZScript in the last few years. Now that I'm finally done, it is time to get back to mapping. I've updated the five maps I had ...
- Tue Oct 03, 2023 4:53 am
- Forum: Mapping
- Topic: Best Node Builder For Large Complex Maps
- Replies: 4
- Views: 1411
Re: Best Node Builder For Large Complex Maps
Quick Update: It turns out the issue with NoiseAlert not waking up the monsters had nothing to do with broken sectors but rather it was because the monsters had 'MaxHearDist' set in A_LookEx which was shorter than the distance between them and the player. It never occurred to me that this might be ...
- Sat Sep 16, 2023 4:50 pm
- Forum: Mapping
- Topic: Best Node Builder For Large Complex Maps
- Replies: 4
- Views: 1411
Re: Best Node Builder For Large Complex Maps
What would cause NoiseAlert to fail to wake up monsters if emitted from the same sector they are in when there are no lines to block the sound? By moving sector closer, the monsters will wake up, but if it is too far away, nothing happens despite the emitter location remaining the same relative to ...
- Fri Sep 15, 2023 11:19 pm
- Forum: Mapping
- Topic: Best Node Builder For Large Complex Maps
- Replies: 4
- Views: 1411
Best Node Builder For Large Complex Maps
I've been reworking and polishing many of my old maps and I've come across a few problems with sound propagation and even some collision detection on some of my larger and more complicated maps. While the maps safely fall well within the 32760 map unit boundries, they are still large and make ...
- Wed Sep 13, 2023 4:54 pm
- Forum: Scripting
- Topic: [ZSCRIPT] Polyobject doors - unlocking and breaking
- Replies: 4
- Views: 478
Re: [ZSCRIPT] Polyobject doors - unlocking and breaking
Polyobjects are not sectors but just lines (usually 1-sided) that get moved at runtime. They can not be destroyed, only moved. Sectors cannot be destroyed either, in fact as far as I'm aware, no map geometry can be destroyed. Effects like you are looking for will most likely need to be faked with 3D ...