Search found 38 matches
- Mon Sep 21, 2020 5:31 pm
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 647987
Re: (WIP) Ashes Afterglow- Demo Uploaded
Just played it. My man, you've done it. You managed to blow my mind with just a demo and left me speechless. I'm a little afraid of what comes with the full episode. I might not survive it. Noticed that you can actually miss a secret if you're fast enough in the Flooded District: After you activate ...
- Fri Sep 18, 2020 10:35 am
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 647987
Re: Re: (WIP) Ashes Afterglow- Alpha playtest complete
What happens is that the lantern is quickly dropped before the maneuver is carried out. The scav does have pretty quick fingers after all. Ah, smart! I do wonder why we never saw a homemade flashlight though... The lantern looks like it's an electric one, so dismantling it to make a flashlight is ...
- Sun Sep 13, 2020 5:07 am
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 647987
Re: (WIP) Ashes Afterglow- Team Assembled
https://imgur.com/5GrT0DQ By popular demand, the lantern can now be used in tandem with one-handed weapons such as the Crowbar, Revolver and 9mm Autoloader. It clips on your belt when not in use now, so automatically recharges in sunlight, no matter what you are doing. I've also added a literal ...
- Sat Sep 12, 2020 1:56 pm
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 647987
Re: (WIP) Ashes Afterglow- Team Assembled
Yeah, that was pretty neat trick! I found out the hard way that +NOAUTOFIRE doesn't work on zooms or reloads :D New feature has been tentatively included in the current working build: https://imgur.com/5GrT0DQ By popular demand, the lantern can now be used in tandem with one-handed weapons such as ...
- Wed Sep 09, 2020 1:00 pm
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 647987
Re: (WIP) Ashes Afterglow- discord channel, nerds
Great news!
I really hope the second episode will have OST by the same composer.
I really hope the second episode will have OST by the same composer.
- Wed Jun 20, 2018 12:13 pm
- Forum: Assets (and other stuff)
- Topic: Interpolation between states for models
- Replies: 9
- Views: 1381
Re: Interpolation between states for models
Can you please share video or wad/pack with this problem? Because Im not sure what you mean. He means the jerkiness of switching states. For example, an Imp walking around then suddenly facing the player to throw a fireball instead of turning through its rotations first or doing a "winding up ...
- Sun Jun 17, 2018 3:03 pm
- Forum: Scripting
- Topic: Custom keys checking
- Replies: 2
- Views: 177
Re: Custom keys checking
Ah, thank you!
- Sun Jun 17, 2018 12:49 pm
- Forum: Scripting
- Topic: Custom keys checking
- Replies: 2
- Views: 177
Custom keys checking
Hello!
Can someone tell me how to check custom keys press? For example, what if I add a button to controls options and want to check if player pressed this button? How would I do this? Not talking aout BT_USER1, but just any other action that I might want to add.
Can someone tell me how to check custom keys press? For example, what if I add a button to controls options and want to check if player pressed this button? How would I do this? Not talking aout BT_USER1, but just any other action that I might want to add.
- Sun Jun 17, 2018 4:32 am
- Forum: Assets (and other stuff)
- Topic: Interpolation between states for models
- Replies: 9
- Views: 1381
Re: Interpolation between states for models
If you use something like "the hand is down in first frame - hand is up un next frame" of course it will be twitching. Especialy if you use 1 ticks delay between them. Use intermediate frames fro this, the more frames you make the smoother animation will be between this frames. Or, probably, you ...
- Sat Jun 16, 2018 1:35 pm
- Forum: Assets (and other stuff)
- Topic: Interpolation between states for models
- Replies: 9
- Views: 1381
Re: Interpolation between states for models
No. When you change states the animation will be changed instantly.Diode wrote:Aren't they interpolated already?
- Tue Jun 12, 2018 2:33 pm
- Forum: Assets (and other stuff)
- Topic: Interpolation between states for models
- Replies: 9
- Views: 1381
Interpolation between states for models
Hey there!
Is there a way to enable unterpolation between states for models? Like when actor changes state then frames will change smoothly, not instantly.
Or do I need to use nasty ckutches for that?
Is there a way to enable unterpolation between states for models? Like when actor changes state then frames will change smoothly, not instantly.
Or do I need to use nasty ckutches for that?
- Mon Jun 04, 2018 2:46 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Distorted models when changing pitch?
- Replies: 1
- Views: 412
- Sun Jun 03, 2018 1:52 pm
- Forum: Mapping
- Topic: Directional lighting on maps?
- Replies: 3
- Views: 510
Re: Directional lighting on maps?
Yes, looks like it!Gez wrote:Are you referring to the [wiki]fake contrast[/wiki] stuff?
Strange that I don't really see the effect of it but I'll have to look into it.
Thanks!
- Sun Jun 03, 2018 1:36 pm
- Forum: Mapping
- Topic: Directional lighting on maps?
- Replies: 3
- Views: 510
Directional lighting on maps?
Hello. I'm sure it's a dumb question and I'm sure I've been doing this before but I can't remember how it's done. How do I enable directional lighting? Like when walls are not evenly lit but depending on an angle? I'm sure it can be done globally instead of just setting intensity for each wall ...
- Wed Jun 28, 2017 5:25 pm
- Forum: Editing (Archive)
- Topic: [ACS] Synchronize actors states?
- Replies: 6
- Views: 731
Re: [ACS] Synchronize actors states?
One thing I'll suggest: look up how headshots are done in some mods (I think Brutal Doom does this) - where they have a separate actor for the head and it follows the main actor around. It's not the entire answer by a long shot, but it will be using similar principles. The problem is - following ...