Search found 305 matches

by 22alpha22
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?
by 22alpha22
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 ...
by 22alpha22
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 ...
by 22alpha22
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 ...
by 22alpha22
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 ...
by 22alpha22
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 ...
by 22alpha22
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 ...
by 22alpha22
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 ...
by 22alpha22
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 ...
by 22alpha22
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 ...
by 22alpha22
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 ...
by 22alpha22
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 ...
by 22alpha22
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 ...
by 22alpha22
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 ...
by 22alpha22
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 ...

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