Fixed.
Search found 174 matches
- Fri Oct 13, 2023 7:18 pm
- Forum: Gameplay Mods
- Topic: Samsara Reincarnation 2.0 / ReMixer 1.1
- Replies: 93
- Views: 60219
- Wed Oct 11, 2023 8:07 pm
- Forum: Gameplay Mods
- Topic: Samsara Reincarnation 2.0 / ReMixer 1.1
- Replies: 93
- Views: 60219
Re: Samsara Reincarnation 2.0 / ReMixer 1.1
Here are the full changelogs for the Reincarnation 2.0 and ReMixer 1.1 update: ---------------------------------------------------------------------------- ----------------------Reincarnation 2.0 ...
- Tue Apr 18, 2023 9:50 pm
- Forum: Rules and Forum Announcements
- Topic: Statement regarding Marisa the Magician (aka Marisa Kirisame)
- Replies: 184
- Views: 79480
Re: Statement regarding Marisa the Magician (aka Marisa Kirisame)
The Toxic Avenger was brought in early into the high level discussion on a separate issue. We were hoping he could help bridge the gap between the ZDoom staff and Zandronum staff on the issue as a third party, but unfortunately this did not happen. The truth is, when the bans occurred, the decision ...
- Wed Nov 30, 2022 10:32 am
- Forum: Closed Bugs [GZDoom]
- Topic: [4.9.0] A_ChangeModel non-existent modeldef causes engine freeze
- Replies: 2
- Views: 766
- Mon Nov 14, 2022 6:00 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [4.9.0] A_ChangeModel non-existent modeldef causes engine freeze
- Replies: 2
- Views: 766
Re: [4.9.0] A_ChangeModel non-existent modeldef causes engine freeze
This shouldn't be too hard to fix, but I may not be able to get to this immediately. I'll respond here again once I have a fix. Unless of course someone beats me to it.
- Fri Oct 28, 2022 9:10 pm
- Forum: Tutorials
- Topic: The Official IQM Guide
- Replies: 1
- Views: 10391
The Official IQM Guide
Hello! This topic serves as an official guide to working with IQM models specifically for the intent of GZDoom. Before we get started, it is prudent to first explain what an IQM model is. IQM stands for "Inter-Quake Model". It is often used as a file that can be used between various Quake derived ...
- Fri Aug 12, 2022 2:56 pm
- Forum: Code Submissions
- Topic: IQM Support Implemented (Skeletal support!)
- Replies: 2
- Views: 4479
IQM Support Implemented (Skeletal support!)
https://github.com/ZDoom/gzdoom/pull/1706 Implemented IQM support Implemented a keyword for modeldef, Animation. This corresponds to an index which another IQM can use to load animation data from. I will likely implement parameters for the A_ChangeModel action function An IQM file can be exported ...
- Tue Jul 26, 2022 6:22 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: A_ChangeModel
- Replies: 11
- Views: 2193
Re: A_ChangeModel
Is the test file compatible with the dev build implementation? I'm using the 26 Jul build - ge2778ba44. The SwapModelDef and SwapSkins actors both end up invisible for me, and I've had no luck just swapping definitions or skin textures in my own tests (actor always ends up invisible unless I fully ...
- Fri Jul 01, 2022 1:16 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: A_ChangeModel
- Replies: 11
- Views: 2193
Re: A_ChangeModel
As of this comment, it would appear that all checks have passed. Additionally, I believe have once and for all snuffed out any undefined behavior.
- Thu Jun 30, 2022 11:40 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: A_ChangeModel
- Replies: 11
- Views: 2193
Re: A_ChangeModel
Okay, I have submitted a commit handling the serialization. I've also managed to make a TArray to store Model paths/file names of models that were loaded by A_ChangeModel so that when the save file is loaded, it knows to push those back into the model array where they belong.
- Thu Jun 30, 2022 1:16 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: A_ChangeModel
- Replies: 11
- Views: 2193
Re: A_ChangeModel
I have submitted another commit to address the requested changes, and posting here for extra visibility.
- Tue Jun 28, 2022 1:08 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: A_ChangeModel
- Replies: 11
- Views: 2193
Re: A_ChangeModel
I have updated the test file and submitted a commit which I hope is sufficient for dealing with the overhead.
- Mon Jun 27, 2022 11:32 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: A_ChangeModel
- Replies: 11
- Views: 2193
Re: A_ChangeModel
I can argue that most people aren't going to use 16 indices for a model. I've done a bit of research, and it looks like I can just use 4 indices instead (because that should be more than enough in most cases, and what the max used to be). If I'm doing my math right, then that would use 36 bytes ...
- Mon Jun 27, 2022 9:37 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: A_ChangeModel
- Replies: 11
- Views: 2193
A_ChangeModel
Pull Request A_ChangeModel(string modeldef, int modelindex string modelpath, string model, int skinindex, string skinpath, string skin, int flags, int generatorIndex) This can change the modeldef, model and skins of an actor. You can add models to an actor to render by using generatorIndex to tell ...
- Thu Jun 23, 2022 1:38 pm
- Forum: Gameplay Mods
- Topic: Samsara Reincarnation 2.0 / ReMixer 1.1
- Replies: 93
- Views: 60219
Re: Samsara Reincarnation/ReMixer 1.0b
1.0b is now out! ---------------------------------------------------------------------------- ----------------------Reincarnation 1.0b------------------------------- ---------------------------------------------------------------------------- General: - Every class now has the damage values of ...