We haven't started that feature, what with all the Python. What problems did you run into?Saya-chan wrote:Wait... you guys added custom screen shading? Damn that's what I gave up trying to implement...
Search found 8 matches
- Wed Jul 09, 2014 4:51 pm
- Forum: Game Engines
- Topic: "DSDoom"
- Replies: 21
- Views: 7523
Re: "DSDoom"
- Wed Jul 09, 2014 2:42 pm
- Forum: Game Engines
- Topic: "DSDoom"
- Replies: 21
- Views: 7523
Re: "DSDoom"
If you're out there, mods, move this to the right place. I seem to be incapable of posting in the right place.Somagu wrote:I'm not sure if this is on the right subforum
- Wed Jul 09, 2014 2:36 pm
- Forum: Game Engines
- Topic: "DSDoom"
- Replies: 21
- Views: 7523
Re: "DSDoom"
As someone with a wacky time schedule that sometimes forces me to absolutely suddenly and abruptly quit a game, and as someone who has a bad enough luck for this to always happen right when I'm in the middle of something, I am naturally a person who is opposed to the idea of not being able to save ...
- Wed Jul 09, 2014 11:54 am
- Forum: Game Engines
- Topic: "DSDoom"
- Replies: 21
- Views: 7523
Re: "DSDoom"
Er, do you have anything to actually show to us? Because if you don't, you're posting in the wrong section. I have some Python support done - you can check it out here: https://github.com/stefanbeeman/gzdoom/tree/cython Kate has already worked on a python-for-zdoom thingy, PyDoom if I recall ...
- Wed Jul 09, 2014 1:45 am
- Forum: Game Engines
- Topic: "DSDoom"
- Replies: 21
- Views: 7523
"DSDoom"
REPO LINK: https://github.com/stefanbeeman/gzdoom Some friends and I are currently working on several changes in the GZDoom source code. I can't promise that these will pan out but I wanted to see what you guys would think of: Embedded Python interpreter allowing for much more powerful scripting ...
- Sun Jul 06, 2014 5:36 pm
- Forum: Editing (Archive)
- Topic: PyGZDoom
- Replies: 5
- Views: 860
Re: PyGZDoom
Let's clarify here: What I wanted to do goes far above and beyond what the basic ACS interpreter is capable of. My original goal, which I was writing with this in mind, was to core the interpreter at the bottom-most level and have the game built on top of it - so in that sense, what I was doing was ...
- Mon Jun 23, 2014 10:12 pm
- Forum: Editing (Archive)
- Topic: PyGZDoom
- Replies: 5
- Views: 860
Re: PyGZDoom
No, but off-topic, are you in any way related to Deathsong12 of whom I have such fond ZD-RPG memories? 8-) Yep. Been too long. Nice to see you're still here - I'd love to see weasel again, too, if he's around. Last I heard, it'd currently in the middle of being rewritten from the ground up to not ...
- Sun Jun 22, 2014 4:43 pm
- Forum: Editing (Archive)
- Topic: PyGZDoom
- Replies: 5
- Views: 860
PyGZDoom
Long time, no see.
Does anyone know the current status of pinksilver's PyGZDoom? If she's not currently working on it, I'm really interested in picking it up.
Does anyone know the current status of pinksilver's PyGZDoom? If she's not currently working on it, I'm really interested in picking it up.