Search found 140 matches

by TehRealSalt
Fri Feb 10, 2023 2:04 pm
Forum: TCs, Full Games, and Other Projects
Topic: Snap the Sentinel (v2.4) ~ EPISODE 1
Replies: 47
Views: 45713

Re: Snap the Sentinel (v2.4) ~ EPISODE 1

A Large Snap Episode 2 Preview, since it's been a hot minute. Episode 2 https://imgur.com/XxZOyXZ Episode 2 will start off with Snap heading into his job as a security guard for the Big Bark Root Beer factory. Normally it's a pretty boring job... but today, there's robots invading! Clearly this is ...
by TehRealSalt
Mon Jul 11, 2022 4:18 pm
Forum: TCs, Full Games, and Other Projects
Topic: Snap the Sentinel (v2.4) ~ EPISODE 1
Replies: 47
Views: 45713

Re: Snap the Sentinel (v2.4) ~ EPISODE 1

Just a quick release since GZDoom v4.8.0 broke Snap really, really badly. As a bonus I backported Episode 2's cool player animator system, so hopefully that makes it worth it :P https://imgur.com/s0eOp2u (gif of looking into mirrors with the new animators) v2.4 changelog: Updated GZDoom version to 4 ...
by TehRealSalt
Mon Jul 11, 2022 1:01 pm
Forum: Feature Suggestions [GZDoom]
Topic: Multiplayer support for ScreenJob status screens
Replies: 4
Views: 778

Re: Multiplayer support for ScreenJob status screens

I'm mostly just wondering about the plausibility of something like SendNetworkEvent / NetworkProcess to be able to roll my own. That seems like it was supposed to be the answer for being able to nab inputs made in UI scope in a networking-safe & scope-friendly way. It was my first hunch on ...
by TehRealSalt
Sun Jul 10, 2022 11:41 am
Forum: Feature Suggestions [GZDoom]
Topic: Multiplayer support for ScreenJob status screens
Replies: 4
Views: 778

Multiplayer support for ScreenJob status screens

As far as I can tell, it is impossible to get multiplayer inputs over to StatusScreen after 4.8.0. - player.cmd.buttons became inaccessible - playerready[] became unused - ScreenJob OnEvent doesn't have a player number - SendNetworkEvent & NetworkProcess don't work outside of levels Any kind of ...
by TehRealSalt
Sun May 15, 2022 10:52 am
Forum: TCs, Full Games, and Other Projects
Topic: Snap the Sentinel (v2.4) ~ EPISODE 1
Replies: 47
Views: 45713

Re: Snap the Sentinel (v2.3) ~ EPISODE 1

Yes, I have already been planning to put it on Steam! Dunno when exactly though, keep arguing with myself over that :p
by TehRealSalt
Wed May 11, 2022 9:19 am
Forum: TCs, Full Games, and Other Projects
Topic: Snap the Sentinel (v2.4) ~ EPISODE 1
Replies: 47
Views: 45713

Re: Snap the Sentinel (v2.2) ~ EPISODE 1

Didn't plan on making this patch, but I see lots of blind playthroughs guilty of running the IWAD as a Doom PWAD (which causes lots of minor subtle issues that make the game look much more unpolished). Since I had to make a patch anyway, I went ahead and threw a bunch of quality of life tweaks ...
by TehRealSalt
Sun Jan 16, 2022 11:17 pm
Forum: TCs, Full Games, and Other Projects
Topic: Snap the Sentinel (v2.4) ~ EPISODE 1
Replies: 47
Views: 45713

Re: Snap the Sentinel (v2.1) ~ EPISODE 1

v2.2 has been released. This was meant to be just a really simple 5-line changelog patch to address lag & a few bugs, but it ballooned really fast! Most notable change is a new weapon can system -- weapons need to be kicked open to be picked up, to prevent accidental weapon pickups. GIF of weapon ...
by TehRealSalt
Wed Jan 12, 2022 6:41 pm
Forum: Closed Bugs [GZDoom]
Topic: Chat is not displayed on intermission
Replies: 3
Views: 1270

Chat is not displayed on intermission

Self-explanatory; multiplayer in-game chat is not displayed on intermission screens. Chat sounds still play, and messages can be seen in the console, but won't show on screen. Noticed this for a long time during multiplayer testing of my own IWAD, but I just checked to make sure it was a problem in ...
by TehRealSalt
Tue Nov 16, 2021 10:39 pm
Forum: TCs, Full Games, and Other Projects
Topic: Snap the Sentinel (v2.4) ~ EPISODE 1
Replies: 47
Views: 45713

Re: Snap the Sentinel (v2.0) ~ EPISODE 1

v2.1 has been released. Main reason for the patch is to fix a pretty nasty thinker leak that was happening on a few levels, please try it out if you were having performance issues before. Other highlights include alternate E1M7 generators, and Homing Beam buffs, as well as lots of minor polish in ...
by TehRealSalt
Thu Nov 11, 2021 10:26 am
Forum: TCs, Full Games, and Other Projects
Topic: Snap the Sentinel (v2.4) ~ EPISODE 1
Replies: 47
Views: 45713

Re: Snap the Sentinel (v2.0) ~ EPISODE 1

The Episode 1 update (v2.0) has been released!! The length of the game has been doubled, and lots of polish to every other aspect of the game.
Changelog: https://tehrealsalt.itch.io/snap-the-se ... 20-release

by TehRealSalt
Mon Oct 04, 2021 8:05 pm
Forum: TCs, Full Games, and Other Projects
Topic: Snap the Sentinel (v2.4) ~ EPISODE 1
Replies: 47
Views: 45713

Re: Snap the Sentinel (v1.2) - Short new IWAD for 7DFPS

EyVjB-yeEsY In the next update, Versus mode will be undergoing a lot of tweaks to make it more fun. To go into lots of detail (for da nerds): Weapons Previously, ? Canisters would give you a random weapon instantly. Now, it spins a roulette over your weapon box. Simply press fire to time your ne ...
by TehRealSalt
Wed Sep 01, 2021 8:17 pm
Forum: TCs, Full Games, and Other Projects
Topic: Snap the Sentinel (v2.4) ~ EPISODE 1
Replies: 47
Views: 45713

Re: Snap the Sentinel (v1.2) - Short new IWAD for 7DFPS

Mostly this year I've been focusing my other project, but I started getting interest in Snap development again, so we'll be fleshing out Snap's 7DFPS build further, and turning it into a fully featured "shareware" episode. Pretty much all of the content in the 7DFPS build will be doubled, and all of ...
by TehRealSalt
Tue Aug 24, 2021 6:53 pm
Forum: Feature Suggestions [GZDoom]
Topic: "Default" HardwareShader
Replies: 9
Views: 3185

Re: "Default" HardwareShader

Fair enough. I wrote a script to just generate material definitions for every texture ... not my finest moment but seems like the only solution left. I guess I would only like to ask if it'd be acceptable to open a PR that would not combine in the light_fragprog if you're loading a shader that ...
by TehRealSalt
Mon Aug 23, 2021 9:18 pm
Forum: Feature Suggestions [GZDoom]
Topic: "Default" HardwareShader
Replies: 9
Views: 3185

Re: "Default" HardwareShader

I realize my suggestion was naïve after looking more into how the shader code works. I figured out that the default proc_prog_lump (func_normal.fp) is replaceable (until I looked at the source code I just assumed it would always take gzdoom.pk3's, like most of the other files in that folder), which ...

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