Search found 80 matches

by SuaveSteve
Tue Jul 23, 2024 7:35 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 405231

Re: Ultimate Doom Builder

you can just add the "renderstyle" UDMF property with the value of "translucent" in the thing's custom tab. Awesome. Thanks! I think we need to have more decimal places for the angle readouts. Sometimes you can judge that a line is certainly not in one of the cardinal directions, but sometimes you ...
by SuaveSteve
Tue Jul 23, 2024 7:33 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 405231

Re: Ultimate Doom Builder

Duplicate.
by SuaveSteve
Mon Jul 15, 2024 4:28 pm
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 405231

Translucency / alpha

There seems to be an issue in setting alpha for things in UDMF for both DSDA doom and ZDoom. For ZDoom, a Thing must have a certain RenderStyle set before alpha will take effect, which you can't do in UDB when the map is set to DSDA :) To workaround, one can switch to GZDoom UDMF, set the ...
by SuaveSteve
Sun Mar 10, 2024 9:10 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: [4.11.3] Different behaviour for action 21 between zdoom and dsda
Replies: 4
Views: 2407

[4.11.3] Different behaviour for action 21 between zdoom and dsda

Hello! It looks like Zdoom interprets special 21 (Floor_LowerToLowest) as a platform or lift when the UDMF namespace is dsda. Consider the two attached wads. Each is the same except for the namespace being different in the TEXTMAP. There's a pillar with the line action 21 with use activation. On ...
by SuaveSteve
Sat Feb 24, 2024 4:34 pm
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 405231

Re: Ultimate Doom Builder

I feel like we need an "Edit X" action. Right clicking on a line, sector, thing, etc..., to edit its properties can be annoying when you misclick.
by SuaveSteve
Fri Feb 23, 2024 9:10 pm
Forum: Scripting
Topic: Bug? Different DECORATE lump behaviour for archive vs folder
Replies: 1
Views: 228

Bug? Different DECORATE lump behaviour for archive vs folder

Hey fellas So here's the story, I wanted to make the mod Weapons of Saturn not have any screen shaking. Inside the mod, we have an "ACTORS" subfolder with text files that get included in the root DECORATE file. Instead of just modding the mod directly, I wondered if I could make a patch archive. I ...
by SuaveSteve
Wed Feb 07, 2024 8:33 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 405231

Re: Ultimate Doom Builder

Just wanted to pop in and say thanks to authors for UDB. I'm getting back into Doom editing and it's awesome to see we can customise the editor with scripts!
by SuaveSteve
Thu Feb 03, 2022 12:51 pm
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 646146

Re: Ashes Afterglow TC - Version 1.08, page 80 (and poll)

Can someone please tell me exactly what the brute stim in episode 1 does?
by SuaveSteve
Sun Aug 15, 2021 8:25 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 405231

Re: Ultimate Doom Builder

I've been away for a bit. What happened to the resources pane on the left of the Script Editor? I could have sworn I was able to edit and compile ACS in my resources.
by SuaveSteve
Wed Jul 28, 2021 1:59 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: N64 style 3-point texture filtering
Replies: 2
Views: 3488

Re: N64 style 3-point texture filtering

This is an awesome suggestion. More options are always nice for users, especially with the many preferences over texture filtering.
by SuaveSteve
Wed Dec 23, 2020 12:30 pm
Forum: Creation, Conversion, and Editing
Topic: GDCC: An Alternative ACS Compiler [0.15.0]
Replies: 228
Views: 60582

Re: GDCC: An Alternative ACS Compiler [0.15.0]

This project looks interesting and I see the Discord is active but the wiki is messed up.

So, how do you expect newcomers to use the features of your compiler, exactly?
by SuaveSteve
Tue Oct 27, 2020 3:50 am
Forum: Feature Suggestions [GZDoom]
Topic: Making the moving of 3D sloped floors easier
Replies: 5
Views: 932

Re: Making the moving of 3D sloped floors easier

Are trying to demonstrate that nothing breaks during play time? Cause that's not the issue. I move your model sector in the editor and you end up in the same situation, a changed target.
by SuaveSteve
Sun Oct 18, 2020 5:29 pm
Forum: Feature Suggestions [GZDoom]
Topic: Making the moving of 3D sloped floors easier
Replies: 5
Views: 932

Re: Making the moving of 3D sloped floors easier

Just look at this attachment.

The two sectors outside the center room are models.

Notice how you can move the model sector for the flat 3D floor around with out messing up the target. Now move the slopped model somewhere and notice how it messes up the ramp.
by SuaveSteve
Sun Oct 18, 2020 5:04 pm
Forum: Scripting
Topic: Why do we need virtual and override?
Replies: 5
Views: 540

Re: Why do we need virtual and override?

I see. Am I correct in saying that ZScript went the route of C++ by having functions non-virtual by default instead of Java where they're virtual by default? And how is that useful?
by SuaveSteve
Sun Oct 11, 2020 4:43 pm
Forum: Scripting
Topic: Why do we need virtual and override?
Replies: 5
Views: 540

Why do we need virtual and override?

I'm struggling to see what the point of virtual and override is when inheritance works without them. Both these snippets do the same thing: class A { void doThing() { Console.printf("A"); } } class B : A { void doThing() { Console.printf("B"); super.doThing(); } } class A { virtual void doThing ...

Go to advanced search