Hi,
Would anyone happen to have a swimming sprite set for the Doom player?
Search found 104 matches
- Wed Jun 11, 2025 9:17 pm
- Forum: Requests
- Topic: Swimming Doom player sprites
- Replies: 0
- Views: 80
- Wed Feb 14, 2024 12:02 pm
- Forum: Graphic/Audio Patches
- Topic: Xbox style animated M_DOOMs for Doom 1/2/Complete
- Replies: 49
- Views: 21422
Re: Xbox style animated M_DOOMs for Doom 1/2/Complete
Isn't working, but I'm also using textures.txt to scale them, and moving it around in there doesn't help either. Maybe there's something I'm missing?
Edit: Nevermind, I figured it out.
- Mon Feb 12, 2024 9:36 am
- Forum: Graphic/Audio Patches
- Topic: Xbox style animated M_DOOMs for Doom 1/2/Complete
- Replies: 49
- Views: 21422
Re: Xbox style animated M_DOOMs for Doom 1/2/Complete
Now if only I could figure out how to adjust the ones with text upwards a little...
- Sun Jan 28, 2024 4:03 pm
- Forum: Graphic/Audio Patches
- Topic: Xbox style animated M_DOOMs for Doom 1/2/Complete
- Replies: 49
- Views: 21422
Re: Xbox style animated M_DOOMs for Doom 1/2/Complete
Just some animated M_DOOMs I made for Doom 1/2/Complete. Inspired by the Xbox version of Doom. FIltered for use in each game! Vivid color versions https://i.imgur.com/zRUTzX3.gif Doom 1 https://i.imgur.com/KW8Xma9.gif Doom 2 https://i.imgur.com/AC2SH1o.gif Doom Complete Classic color versions https ...
- Tue Aug 02, 2022 8:24 am
- Forum: Gameplay Mods
- Topic: War Rooster v1.3 (20/08/2022)
- Replies: 152
- Views: 57270
Re: War Rooster v1.2 (UPDATED! 01/08/2022)
So why even use this flag in the first place then? Seems like it does the opposite of what it's supposed to do, kinda like that old 90's game I forgot the name of where there's supposed to be an optional damage upgrade but the devs accidentally swapped the bits around and this made it so you have ...
- Tue Aug 02, 2022 5:53 am
- Forum: Gameplay Mods
- Topic: War Rooster v1.3 (20/08/2022)
- Replies: 152
- Views: 57270
Re: War Rooster v1.2 (UPDATED! 01/08/2022)
I set i_timescale to 0.25 to make it easier to notice. It stops happening when I remove the SPF_INTERPOLATE flag from A_SetPitch and A_SetAngle inside the A_GunFeedbackLVx functions. bfun0t https://imgur.com/BGKrg8C Back when the Smooth Mouse Movement option existed, enabling it would also fix it ...
- Fri Jul 01, 2022 2:43 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.8.1 released
- Replies: 12
- Views: 8034
Re: GZDoom 4.8.1 released
Awesome, thank you!Graf Zahl wrote:This was fixed after the 4.8.1 release. For now, get a devbuild from devbuilds.drdteam.com I'll try to get a 4.8.2 hotfix version out ASAP.
- Fri Jul 01, 2022 2:15 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.8.1 released
- Replies: 12
- Views: 8034
Re: GZDoom 4.8.1 released
Any instance of it in my mod gives me a "Incompatible operands for == comparison" error.Graf Zahl wrote:You need to provide a bit more context. What happens?
- Fri Jul 01, 2022 2:00 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.8.1 released
- Replies: 12
- Views: 8034
Re: GZDoom 4.8.1 released
Is if(scale ~== (0, 0)) supposed to broken now?
- Fri Jul 01, 2022 5:44 am
- Forum: Scripting
- Topic: Circular progress bars with shaders?
- Replies: 5
- Views: 703
Re: Circular progress bars with shaders?
Not really doable with a shader (there's no way to pass inputs to material shaders without gross hacks), but it's certainly doable with the Shape2D API , though that does require using the Screen.* API instead of just ZScript HUD stuff. I've only used Shape2D once, and it was a real pain in the ass ...
- Thu Jun 23, 2022 9:39 pm
- Forum: Scripting
- Topic: Circular progress bars with shaders?
- Replies: 5
- Views: 703
Circular progress bars with shaders?
Is it possible to have a circular progress bar in a zscript hud using shaders? If so, how would I go about doing it? My attempts using horizontal and vertical bars just isn't working, and I'd like to have a proper clockwise bar that actually looks right if possible anyways.
- Mon Jun 20, 2022 2:25 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38033
- Views: 4641398
Re: [SPRITES] Spriting Carnival!!
Nice Revolver Ocelot sprites.Kinsie wrote:
dear lord please let someone who knows what they're doing take over
- Fri Oct 08, 2021 1:05 am
- Forum: Scripting
- Topic: - SOLVED - ZScript HUD: Finding player's armor MaxAbsorb
- Replies: 4
- Views: 534
Re: ZScript HUD: Finding player's armor MaxAbsorb
Thanks! I had a feeling it was something obvious.Blue Shadow wrote:You need to cast the result of FindInventory to BasicArmor, since what you normally get from the function is Inventory.
Code: Select all
let armor = BasicArmor(cplayer.mo.FindInventory("BasicArmor"));
- Thu Oct 07, 2021 1:00 pm
- Forum: Scripting
- Topic: - SOLVED - ZScript HUD: Finding player's armor MaxAbsorb
- Replies: 4
- Views: 534
Re: ZScript HUD: Finding player's armor MaxAbsorb
BasicArmor has the following properties: int AbsorbCount; double SavePercent; int MaxAbsorb; int MaxFullAbsorb; int BonusCount; Name ArmorType; int ActualSaveAmount; Alongside the standard Amount and MaxAmount of Inventory items. I don't know if that's exactly what you are looking for, but maybe ...
- Thu Oct 07, 2021 12:34 pm
- Forum: Scripting
- Topic: - SOLVED - ZScript HUD: Finding player's armor MaxAbsorb
- Replies: 4
- Views: 534
- SOLVED - ZScript HUD: Finding player's armor MaxAbsorb
How can I get my HUD to find the player's armor's MaxAbsorb value? just putting MaxAbsorb instead of amount isn't working. I bet I'm missing something obvious here. Here's a snippet of the code that I need it for: let armor = cplayer.mo.FindInventory("BasicArmor"); if(armor != null) { ... string ...