Search found 104 matches

by PandaDoomer
Wed Jun 11, 2025 9:17 pm
Forum: Requests
Topic: Swimming Doom player sprites
Replies: 0
Views: 80

Swimming Doom player sprites

Hi,

Would anyone happen to have a swimming sprite set for the Doom player?
by PandaDoomer
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

NightFright wrote: Wed Feb 14, 2024 10:02 am Have you tried with changing (y) offsets?
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.
by PandaDoomer
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


qthink.png
qthink.png (19.47 KiB) Viewed 583 times
Now if only I could figure out how to adjust the ones with text upwards a little...
by PandaDoomer
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 ...
by PandaDoomer
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 ...
by PandaDoomer
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 ...
by PandaDoomer
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

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.
Awesome, thank you!
by PandaDoomer
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

Graf Zahl wrote:You need to provide a bit more context. What happens?
Any instance of it in my mod gives me a "Incompatible operands for == comparison" error.
by PandaDoomer
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?
by PandaDoomer
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 ...
by PandaDoomer
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.
by PandaDoomer
Mon Jun 20, 2022 2:25 am
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38033
Views: 4641398

Re: [SPRITES] Spriting Carnival!!

Kinsie wrote:Image

dear lord please let someone who knows what they're doing take over
Nice Revolver Ocelot sprites.
by PandaDoomer
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

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")); 
Thanks! I had a feeling it was something obvious.
by PandaDoomer
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 ...
by PandaDoomer
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 ...

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