Search found 27 matches
- Mon Nov 13, 2017 11:50 am
- Forum: Scripting
- Topic: [Zscript] Checking mobility for choosing turn direction
- Replies: 1
- Views: 481
Re: [Zscript] Checking mobility for choosing turn direction
Upd: solved by rude way. vector3 oldpos = pos; if (!TryMove(Vec2Angle(speed,angle+90), false)) { A_PrintBold("RIGHT"); } SetXYZ(oldpos); if (!TryMove(Vec2Angle(speed,angle-90), false)) { A_PrintBold("LEFT"); } SetXYZ(oldpos);
- Mon Nov 13, 2017 11:12 am
- Forum: Scripting
- Topic: [Zscript] Checking mobility for choosing turn direction
- Replies: 1
- Views: 481
[Zscript] Checking mobility for choosing turn direction
Case: Monster (red square) with CHF_DONTTURN flag was walking to his target and bumped into wall or obstacle. The monster can rotate on a limited angle by a step. It must choose optimal direction to turn. Best way to do this is to check 2 positions with Y offset by 1 and -1 relative to the monster ...
- Mon Nov 13, 2017 6:27 am
- Forum: Scripting
- Topic: "How do I ZScript?"
- Replies: 1451
- Views: 196713
Re: "How do I ZScript?"
Zscript is still documented not enough.
1. What is the difference between MonsterMove() and TryWalk()?
2. MonsterMove() and TryWalk() works like A_Chase with CHF_DONTTURN flag. If monster changes angle, it continues to move in the original direction. How to set this direction?
1. What is the difference between MonsterMove() and TryWalk()?
2. MonsterMove() and TryWalk() works like A_Chase with CHF_DONTTURN flag. If monster changes angle, it continues to move in the original direction. How to set this direction?
- Fri Nov 10, 2017 10:29 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [OpenGL] Voxel rendering bool property DisableGLmethod
- Replies: 3
- Views: 514
[OpenGL] Voxel rendering bool property DisableGLmethod
Reason: Voxel rendering method in OpenGL mode is excess and overcomplicated. Yes, it perfectly defines the boundaries of the object, but requires a lot of separate 3d-models for each voxel, so even simple voxel model requires over 9000 polygons. This worsens FPS, if there are many voxel objects on ...
- Thu Jan 19, 2017 9:54 pm
- Forum: General
- Topic: Need advice. Strategic plans about voxels.
- Replies: 3
- Views: 392
Re: Need advice. Strategic plans about voxels.
I personally would use 3d models because they're easier to work with, less performance intensive, and more flexible in what they can do. Of course, md2/md3 are much more flexible and they dont need many workaround methods I have to use. I rather want to understand how software renderer is ...
- Mon Jan 16, 2017 9:51 pm
- Forum: General
- Topic: Need advice. Strategic plans about voxels.
- Replies: 3
- Views: 392
Need advice. Strategic plans about voxels.
Ok guys, I need some advice. I have a large project that involves active usage of models. Until now, they were a voxel models, workable with zdoom software renderer. I successfully implemented a huge workable WW2 voxel tanks, created a mechanism for visual synchronizing voxels on Z-coordinate. All ...
- Mon Jan 16, 2017 9:55 am
- Forum: Gameplay Mods
- Topic: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]
- Replies: 46
- Views: 12391
Re: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]
1. The new mechanics for ballistic missiles. The height of the sector is no longer an obstacle, projectiles moving along a parabolic trajectory outside the sector, while remaining visible from the ground. Such missiles can fly from sector to sector through the wall. (They seemed to fly over the wall ...
- Fri Jan 13, 2017 11:30 pm
- Forum: Gameplay Mods
- Topic: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]
- Replies: 46
- Views: 12391
Re: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]
Ooooooh, looks deadly brilliant!! So is it going to fire the whole barrel? Yep, like this. wAWEtkG6WIA I have really no idea, where so mass destruction artillery can be used on typical doom maps. But it seems, I found advanced mechanism for projectiles to fly through all limits of doom sector ...
- Fri Jan 13, 2017 9:00 pm
- Forum: Gameplay Mods
- Topic: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]
- Replies: 46
- Views: 12391
Re: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]
Some new experiments...






- Tue Jan 10, 2017 8:27 pm
- Forum: Gameplay Mods
- Topic: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]
- Replies: 46
- Views: 12391
Re: Gross Deutschland weapon pack v2.0 [WIP]
Update. - Fixed bug with translucent voxels in GZdoom renderer. - Fixed bug with panzershreckers, now they hardly ever ignore targets marked with kampfpistole. - Fixed bug with Ferdinand reverse moving in some conditions. - Normally doomguy hands was added on the sprites of Mp-40 and Flag. - Fixed ...
- Thu Oct 13, 2016 6:53 am
- Forum: Gameplay Mods
- Topic: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]
- Replies: 46
- Views: 12391
Re: Gross Deutschland weapon pack v2.0 [WIP]
I figure you are working on HUD revisions too? Yes, I thought about this. There is one important moment - not to overload the HUD visually. Those indicators must be so minimalistic as possible. and when you manage to get the airstrike problems worked out, also make it so that, during air strikes ...
- Wed Oct 12, 2016 8:14 am
- Forum: Gameplay Mods
- Topic: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]
- Replies: 46
- Views: 12391
Re: Gross Deutschland weapon pack v2.0 [WIP]
I really wanna try this, but sadly I primarily use GZDoom. I may try it anyway.. It seems, I found a way to fix bug with voxels. I will compile a new version soon, with some fixed bugs and maybe some new units. It could also become critical to gameplay in being the means to swap out your MP-40 for ...
- Fri Sep 30, 2016 10:58 pm
- Forum: Gameplay Mods
- Topic: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]
- Replies: 46
- Views: 12391
Re: Gross Deutschland weapon pack v2.0 [WIP]
I'm not 100% on it but none of these lines make any sense to me. Also, I think it's a (probably drawn over) screenshot of the MP40 from Wolfenstein (2009) so the perspective is technically correct due to being a 3D render, it's just that the main body is up close to the camera so its length is ...
- Fri Sep 30, 2016 5:56 pm
- Forum: Gameplay Mods
- Topic: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]
- Replies: 46
- Views: 12391
Re: Gross Deutschland weapon pack v2.0 [WIP]
Anyway is there will be some new units like you told you and new weapons the player will have? Only MP40 and grenade is not kinda helpful in map with monster hordes, thanks! At least 88mm flak, Panzer IV, Flakpanzer (with quadruple 2 cm autocannon), Hetzer, Flammpanzer, Tiger, Maus and Flettner Fl ...
- Thu Sep 29, 2016 11:37 pm
- Forum: Gameplay Mods
- Topic: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]
- Replies: 46
- Views: 12391
Re: Gross Deutschland weapon pack v2.0 [WIP]
- Not sure i'm the only one whose having this problem, but when i use the warpgun at voxel modeled units like flak38, panzer and elefant, they goes fuzzy. Or should i say, half-transparent like sprite based units. And when they teleported out of the gun, they're still transparent. Like this? http ...