Search found 140 matches
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 

- 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 ...
- Mon May 09, 2022 3:25 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Flag to make actor invisible to camera in first person
- Replies: 4
- Views: 1093
Re: Flag to make actor invisible to camera in first person
I actually did this a couple days ago: https://github.com/coelckers/gzdoom/pull/1601
- 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 ...
- 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 ...
- 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 ...
- 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
Changelog: https://tehrealsalt.itch.io/snap-the-se ... 20-release
- 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 ...
- 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 ...
- 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 ...
- 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 ...