Search found 138 matches
- Fri Nov 21, 2025 6:04 am
- Forum: Scripting
- Topic: Changing thing spawns based on player class?
- Replies: 19
- Views: 437
Re: Changing thing spawns based on player class?
Oh, I dunno what I did wrong when it came to self.angle, but it's working now! Cheers man.
- Thu Nov 20, 2025 5:52 pm
- Forum: Scripting
- Topic: Changing thing spawns based on player class?
- Replies: 19
- Views: 437
Re: Changing thing spawns based on player class?
Been working on another type of method for now, doing it via a mappostprocessor, the change works, but alas I'm looking for a way that sets it by which playerclass is being used, what is the best way for it? This is what I got so far? class ScalPostProcessor : LevelPostProcessor { protected void ...
- Thu Nov 20, 2025 2:46 pm
- Forum: Scripting
- Topic: Changing thing spawns based on player class?
- Replies: 19
- Views: 437
Re: Changing thing spawns based on player class?
The important part. If you were to use consoleplayer in my example what'll happen is each player's copy of the game will spawn different items (if different classes at least) and it WILL desync. Even if you don't care about multiplayer there's no sense in doing it that way, it's potential to break ...
- Thu Nov 20, 2025 5:47 am
- Forum: Scripting
- Topic: Changing thing spawns based on player class?
- Replies: 19
- Views: 437
Re: Changing thing spawns based on player class?
First, consoleplayer should not be used to affect the playsim, you need to check the global players array. What about defining your items as normal but have the actual replacement be a custom spawner that uses PostBeginPlay to check the players in-game and which classes exist? Then it can spit out ...
- Wed Nov 19, 2025 5:24 pm
- Forum: Scripting
- Topic: Changing thing spawns based on player class?
- Replies: 19
- Views: 437
Re: Changing thing spawns based on player class?
Okay, I think I fixed it. Added fixed download. Has to use 'players[consoleplayer].Cls.GetClassName()' instead of reading the class right from the PlayerPawn, cause again, sometimes it doesn't exist yet. Not sure if there'd be any issues using this method, as the Wiki states it's used internally ...
- Wed Nov 19, 2025 2:54 am
- Forum: Scripting
- Topic: Changing thing spawns based on player class?
- Replies: 19
- Views: 437
Re: Changing thing spawns based on player class?
Threw together a quick example pk3 for you that hopefully does what you want. I didn't feel like fake coding classes, so I used Final Doomer+ ( https://forum.zdoom.org/viewtopic.php?t=55061 ) as a vehicle to execute the code. I made a couple of wonky Medikits that use Megasphere and Soulsphere ...
- Tue Nov 18, 2025 4:47 pm
- Forum: Scripting
- Topic: Changing thing spawns based on player class?
- Replies: 19
- Views: 437
Re: Changing thing spawns based on player class?
Threw together a quick example pk3 for you that hopefully does what you want. I didn't feel like fake coding classes, so I used Final Doomer+ ( https://forum.zdoom.org/viewtopic.php?t=55061 ) as a vehicle to execute the code. I made a couple of wonky Medikits that use Megasphere and Soulsphere ...
- Sat Aug 09, 2025 4:26 pm
- Forum: Code Submissions
- Topic: Doom II Nightdive MAP20 Exit Portal Temp Fix
- Replies: 0
- Views: 264
Doom II Nightdive MAP20 Exit Portal Temp Fix
Hiya, not sure if GZDoom will be able to read SKYDEFs soon, but if not, I do have a temporary workaround for it to work properly with the exit sky of MAP20. The checksum is specifically for the Nightdive version of the map only. //version "4.14.1" class Doom2MAP20PostProcessor : LevelPostProcessor ...
- Sat Aug 09, 2025 4:17 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: HeXen update
- Replies: 26
- Views: 3482
Re: HeXen update
If these changes get implemented, will they be toggleable? Although I really have no idea how that would work with the maps. Where are the new maps and assets stored anyway? I'm guessing they are in wad files too, but if they are not, how would that be implemented? Having some experience with that ...
- Sun Jul 27, 2025 6:18 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Ultimate Jazz Jackrabbit Doom - EPISODE 3 (Reupload)
- Replies: 3
- Views: 1717
Re: Ultimate Jazz Jackrabbit Doom - EPISODE 3 (Reupload)
Ahhhh this is a very old thread. It's not even the up to date one.
- Sun Jun 22, 2025 7:31 am
- Forum: Closed Bugs [GZDoom]
- Topic: Textured automap is patchy
- Replies: 2
- Views: 227
Textured automap is patchy
I've noticed on a few playthroughs of mapsets that the textured automap doesn't always show the floor texture, it's never had issues like that before. IDDT shows them all fine but otherwise some tend to have missing floor textures like as if the floor is a sky texture.
- Tue May 06, 2025 5:59 am
- Forum: Bugs [GZDoom]
- Topic: LevelPostProcessor Doom 1 Nightdive missing checksums.
- Replies: 3
- Views: 223
Re: LevelPostProcessor Doom 1 Nightdive missing checksums.
I've had a look at the 4 maps: E1M4: The bug with the yellow door having a tag shared with the lifts near the start has been fixed, however it wasn't fixed in the Level_Compatibility ZScript, instead fixing missing textures. E2M4: The yellow door bug has been fixed, however the missing textures ...
- Tue May 06, 2025 5:13 am
- Forum: Bugs [GZDoom]
- Topic: LevelPostProcessor Doom 1 Nightdive missing checksums.
- Replies: 3
- Views: 223
LevelPostProcessor Doom 1 Nightdive missing checksums.
Hiya, noticed that the Level_Compatibility ZScript fixes for Doom 1 only have checksums for the original IWAD, specifically V1.9, but do not have the recent Nightdive release checksums of those maps that got differences. I''ve managed to get them here. E1M4: 98C7334BF5686A331D1E72A5390A5903 E2M4 ...
- Fri Mar 28, 2025 7:39 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Adding Percentages To AltHud Stats
- Replies: 1
- Views: 361
Adding Percentages To AltHud Stats
Hiya, not sure if this has been suggested before, but I believe it would be pretty useful to have percentages displayed on the Alt HUD for kills, secrets and items. Of course it could be toggleable to be either the exact stats like it is, percentage alone, or both. If it hasn't been suggested, is it ...
- Sat Nov 16, 2024 6:43 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1060
- Views: 420839
Re: Ultimate Doom Builder
Not sure if it's been brought up, but since updating to Windows 11, whenever I go into 3D mode, the cursor doesn't seem to "lock" into the program and goes over to the taskbar, sidebar, etc. Never had this issue on Windows 10.