Wow, I feel so stupid right now! Yep, that would cause the player to be removed; The footstep script prevented it, but staying in the air allowed the "Stop" to execute...
This makes perfect sense; I'll fix this. Thanks, Marisa.
: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 ...
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 ...
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 ...
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 ...
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 ...
:? 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 ...
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 flag ...
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 3 ...
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 ...
Well, here's a bump! Seems no one came to help, but my game is just set to give back health any time the player is marked as "invulnerable", which seems to work. It would be nice if there was an explanation from a developer or something about this odd, random behavior.
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 ...
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 ...
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 ...