This makes perfect sense; I'll fix this. Thanks, Marisa.
Search found 164 matches
- Sat Oct 23, 2021 2:14 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [g2420371c4/4.7.0]Random player actor removal?
- Replies: 2
- Views: 760
Re: [g2420371c4/4.7.0]Random player actor removal?
This makes perfect sense; I'll fix this. Thanks, Marisa.
- Thu Oct 21, 2021 11:04 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [g2420371c4/4.7.0]Random player actor removal?
- Replies: 2
- Views: 760
[g2420371c4/4.7.0]Random player actor removal?
:oops: Apologies for the vague title and possibly bad bug report here, but this strange bug has recently started happening in my TC and it's stopping me from developing it, so here's the bug report:
I was playing around with my TC (Magical Mary), jumping around the house's roof in the second level ...
I was playing around with my TC (Magical Mary), jumping around the house's roof in the second level ...
- Sun Sep 30, 2018 2:56 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Eternal Snuggle - The cutest horryfing retro FPS
- Replies: 8
- Views: 3194
Re: Eternal Snuggle - The cutest horryfing retro FPS
How did you manage the sprites look so smooth? First time I see a mod where I can't see a single pixel of the weapon sprite. :geek: Weapon sprites support hi-res textures. Make the normal weapon sprites the usual low-res with offsets, but then also include the original-size images in the HiRes ...
- Mon Aug 06, 2018 8:54 pm
- Forum: Game Engines
- Topic: ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.5]
- Replies: 54
- Views: 37586
Re: ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.
Ah, I see, so I'll just have to start off with a pivot point similar to your example then tweak it until the controller "holds" it correctly... That'll be hard to test until I get my own virtual reality, which is planned.
It seems this GZDoom version started as GZ3Doom , which mentioned Oculus Rift ...
It seems this GZDoom version started as GZ3Doom , which mentioned Oculus Rift ...
- Sun Aug 05, 2018 4:09 pm
- Forum: Game Engines
- Topic: ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.5]
- Replies: 54
- Views: 37586
Re: ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.
I see; So, all I would have to do is import like a single voxel model then use VOXELDEF to map every first-person sprite for that weapon to the model? Sounds...possibly tedious but I'd do it for my game to look good in VR.
StrangePlacement.jpg
I'd assume the pivot point would be at the trigger ...
StrangePlacement.jpg
I'd assume the pivot point would be at the trigger ...
- Fri Aug 03, 2018 10:35 am
- Forum: Game Engines
- Topic: ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.5]
- Replies: 54
- Views: 37586
Re: ViveDoom: gzdoom in virtual reality [UPDATE version 0.5.
From what I've seen it looks like it just takes the pick up sprite and turns it into a voxel unless it is a Voxel. Can anyone shed some light on this? For the shotgun in the video I watched, that looks like what it does, but it'd have to be a custom voxel model to do things like the chainsaw model ...
- Sun Jul 22, 2018 8:21 am
- Forum: Scripting
- Topic: [People helped]Strange Invulnerability "Leaking"
- Replies: 7
- Views: 846
Re: [No one helped]Strange Invulnerability "Leaking"
:? Oh...wow! I don't think I read that wiki page; If I did, this topic wouldn't have happened! I guess I should read the wiki more before making a topic in the future. It's strange how there are two invulnerability methods, but I guess PROP_INVULNERABILITY is there for very old mods that may still ...
- Sat Jul 21, 2018 7:39 pm
- Forum: Scripting
- Topic: [People helped]Strange Invulnerability "Leaking"
- Replies: 7
- Views: 846
Re: [No one helped]Strange Invulnerability "Leaking"
Oh, I should've done that...
Anyways, I'm not sure what caused the random invulnerability leaking (as afterwards the invulnerability would resume) but I discovered that when SetPlayerProperty is used to give the player PROP_INVULNERABILITY, which should just set the player object's INVULNERABLE ...
Anyways, I'm not sure what caused the random invulnerability leaking (as afterwards the invulnerability would resume) but I discovered that when SetPlayerProperty is used to give the player PROP_INVULNERABILITY, which should just set the player object's INVULNERABLE ...
- Fri Jul 20, 2018 8:31 pm
- Forum: Assets (and other stuff)
- Topic: Is there a way to fix GZDoom's broken accented characters?
- Replies: 4
- Views: 979
Re: Is there a way to fix GZDoom's broken accented character
fixed_thanks.png
Ah, thanks, that fixed it! I assume if I save the LANGUAGE lump with SLADE 3, it'll revert it to the other character set, breaking any accented characters, but Notepad++ can set the character set, which makes it appear correctly. Thanks for the help!
EDIT: Nope, edited with SLADE ...
Ah, thanks, that fixed it! I assume if I save the LANGUAGE lump with SLADE 3, it'll revert it to the other character set, breaking any accented characters, but Notepad++ can set the character set, which makes it appear correctly. Thanks for the help!
EDIT: Nope, edited with SLADE ...
- Fri Jul 20, 2018 8:08 pm
- Forum: Assets (and other stuff)
- Topic: Is there a way to fix GZDoom's broken accented characters?
- Replies: 4
- Views: 979
Re: Is there a way to fix GZDoom's broken accented character
Looking at that page, they don't look fun to deal with! So, how do I make a language lump make the game use the correct code page? I assumed GZDoom's built-in other languages would be set up properly, but importing the Portuguese one, adding "default enu" to the list of languages at the top of the ...
- Fri Jul 20, 2018 3:48 pm
- Forum: Scripting
- Topic: [People helped]Strange Invulnerability "Leaking"
- Replies: 7
- Views: 846
Re: Please help! Strange Invulnerability "Leaking"
- Fri Jul 20, 2018 3:46 pm
- Forum: Assets (and other stuff)
- Topic: Is there a way to fix GZDoom's broken accented characters?
- Replies: 4
- Views: 979
Is there a way to fix GZDoom's broken accented characters?
Today, I found someone on Twitter that is saying they localize to Portuguese, which interested me as my game could be better with more languages due to ZDoom's LANGUAGE lump. However, I tried inserting a Portuguese text string into the game and it seems GZDoom can't render anything beyond normal ...
- Sat Jun 23, 2018 5:25 pm
- Forum: Scripting
- Topic: [People helped]Strange Invulnerability "Leaking"
- Replies: 7
- Views: 846
[People helped]Strange Invulnerability "Leaking"
In my game, Mary's Magical Adventure, you can transform into an invulnerable super form, but I've noticed something odd; My character is supposed to be invulnerable (as I use SetPlayerProperty to enable it upon transformation), but occasionally, a hit from an enemy somehow hurts me. It happens more ...
- Tue Jun 05, 2018 9:45 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Video Asset Support
- Replies: 6
- Views: 951
Re: Video Asset Support
I've noticed any time someone asks about video support, it's always declined; Does this mean GZDoom will never have video support again?
The only way one can have videos at the moment is by having hundreds of images quickly cycled though, and that quickly takes file size up, but a video file wouldn ...
The only way one can have videos at the moment is by having hundreds of images quickly cycled though, and that quickly takes file size up, but a video file wouldn ...
- Mon May 28, 2018 10:42 am
- Forum: Closed Bugs [GZDoom]
- Topic: Mirrors don't work after indexbuffer merge
- Replies: 8
- Views: 697
Re: Mirrors don't work after indexbuffer merge
Thanks, _mental_. It's strange how updates to GZDoom break random things but I guess that's why they're development builds.