Search found 80 matches
- 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 ...
- 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.
- 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 ...
- 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 ...
- 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.
- 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 ...
- 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!
- 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?
- 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.
- 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.
- 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?
So, how do you expect newcomers to use the features of your compiler, exactly?
- 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.
- 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.
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.
- 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?
- 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 ...