Search found 97 matches
- Sun Apr 19, 2026 7:13 am
- Forum: Scripting
- Topic: How do I make friendly monsters not have 360 degree FOV?
- Replies: 1
- Views: 117
Re: How do I make friendly monsters not have 360 degree FOV?
There is an A_LookEx method converted to ZScript, you can use it for your friendly monsters and modify it in any way you like it: viewtopic.php?t=71110
- Wed Apr 01, 2026 6:45 pm
- Forum: General
- Topic: script that transfers items (actors?) from one map to the next in campaign?
- Replies: 2
- Views: 153
Re: script that transfers items (actors?) from one map to the next in campaign?
I think there was an addon for Hideous Destructor specifically that worked like Resident Evil boxes so you could put items in and next box would have same items. Don't remember the name of the addon.
- Wed Feb 18, 2026 3:18 am
- Forum: Gameplay Mods
- Topic: CHIP-8 and SUPER-CHIP Emulator
- Replies: 0
- Views: 689
CHIP-8 and SUPER-CHIP Emulator
I've made CHIP-8 and SUPER-CHIP emulator in ZScript:
ShJywhlsIGM
Code: GitHub
Chip-8 and Schip-legacy flicker a lot so be aware of that.
Despite all tests passing some roms refuse to run for me. I probably don't know some things :(
Sound doesn't work but single buzzer is not really an ...
ShJywhlsIGM
Code: GitHub
Chip-8 and Schip-legacy flicker a lot so be aware of that.
Despite all tests passing some roms refuse to run for me. I probably don't know some things :(
Sound doesn't work but single buzzer is not really an ...
- Mon Feb 16, 2026 3:36 pm
- Forum: General
- Topic: how do i make the status bar show fuel ?
- Replies: 1
- Views: 162
Re: how do i make the status bar show fuel ?
If you're asking about SBARINFO - you'll have to make a copy of an existing status bar
If you're talking about just drawing whatever on screen you may want to check on Events and Handlers article and handler you're interested in is RenderOverlay.
There is also a recommendation to use StatusBar with ...
If you're talking about just drawing whatever on screen you may want to check on Events and Handlers article and handler you're interested in is RenderOverlay.
There is also a recommendation to use StatusBar with ...
- Fri Jan 09, 2026 1:35 pm
- Forum: General
- Topic: Dealing with motivation block for Doom mapping
- Replies: 4
- Views: 131
Re: Dealing with motivation block for Doom mapping
This has in fact worked for me, but the real issue with this is that I know I want to create something but I don't know what I exactly want to make, if you get what I'm saying.
Its a trick made by your brain to not do anything. In case of Doom mapping just open the builder and start drawing ...
- Tue Jan 06, 2026 4:48 pm
- Forum: General
- Topic: Dealing with motivation block for Doom mapping
- Replies: 4
- Views: 131
Re: Dealing with motivation block for Doom mapping
Doesn't work for everyone but what works for me is to start doing motivation blocked thing. Then for me brain switches into problem solving mode instead of contemplating what to do it has a problem to solve almost immediately.
I've heard that allocating time frame for it works for some people ...
I've heard that allocating time frame for it works for some people ...
- Tue Nov 11, 2025 11:11 am
- Forum: Feature Suggestions [GZDoom]
- Topic: The ability to differentiate sectors with the same id
- Replies: 3
- Views: 258
Re: The ability to differentiate sectors with the same id
I dream of zscript implementation of jsclipper. It would solve this issue and give a lot of cool ways of working with sector geometry.Duvo wrote: Tue Nov 11, 2025 2:40 am it would be great if these islands could be listed as subsectors within the sector, or even separated in zscript.
- Wed Oct 08, 2025 4:48 pm
- Forum: Scripting
- Topic: Zscript AOE for Enemy Monster [RESOLVED]
- Replies: 3
- Views: 250
Re: Zscript AOE for Enemy Monster
The most basic AOE attack imaginable is A_Explode
Does AOE damage, pushes actors away from its center, has configurable radius.
But if you want something more specific you'll need to give more details.
Does AOE damage, pushes actors away from its center, has configurable radius.
But if you want something more specific you'll need to give more details.
- Sun Sep 28, 2025 1:01 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Retroachievement for GZDoom ?
- Replies: 4
- Views: 422
Re: Retroachievement for GZDoom ?
Knowing that this kind of feature is planned for GZDoom makes me happy. Can't wait to stop using -stdout and logs for that.Rachael wrote: Sun Sep 28, 2025 12:18 am Eventually once ZScript named pipes/sockets are implemented it will be possible for scripts inside GZDoom to communicate with other processes
- Mon Sep 01, 2025 10:50 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Canvas Texture with transparency
- Replies: 0
- Views: 227
Canvas Texture with transparency
As far as I understand canvas textures can't have transparency.
I can draw semi-transparent pixels onto it but they will always be drawn on top of completely opaque background. So I can't for example make a midtexture with holes in it if I'm using canvas texture.
Is this a hard limitation or can it ...
I can draw semi-transparent pixels onto it but they will always be drawn on top of completely opaque background. So I can't for example make a midtexture with holes in it if I'm using canvas texture.
Is this a hard limitation or can it ...
- Sun Aug 31, 2025 7:10 am
- Forum: General
- Topic: 20 years of GZDoom!
- Replies: 11
- Views: 1082
Re: 20 years of GZDoom!
I think I've joined the forums at around GZDoom v3.2.5 to ask a question about ACS. Since then interacting with engine and community around it built confidence in me that allowed me to shoot for a job way outside my comfort zone and triple my income. I don't have any big releases to my name but I've ...
- Thu Aug 14, 2025 10:51 pm
- Forum: General
- Topic: MAKING A MELEE-BASED COMPANION WITH SLADE [RESOLVED]
- Replies: 3
- Views: 417
Re: MAKING A MELEE-BASED COMPANION WITH SLADE
You can access actor's velocity vector directly and you can modify it which is perfect for dashes in any direction.
To dash towards the target you need vector difference between target position and companion position.
To dash sideways you'll need to get previous vector and rotate it 90 degrees (swap ...
To dash towards the target you need vector difference between target position and companion position.
To dash sideways you'll need to get previous vector and rotate it 90 degrees (swap ...
- Sat Jul 05, 2025 6:34 am
- Forum: General
- Topic: Build gdx on Android
- Replies: 1
- Views: 276
Re: Build gdx on Android
Search "Zeta Touch" for Raze + EDuke32 on android
- Wed Jun 18, 2025 11:03 am
- Forum: TCs, Full Games, and Other Projects
- Topic: RELEASE: Wolfenstein 3D TC Version 3.1
- Replies: 1551
- Views: 360172
Re: RELEASE: Wolfenstein 3D TC Version 3.1
I'm currently working on a mod using this TC. Does anyone know how I would go about porting Second Encounter or any fan map packs?
I have half of a converter: I can read GAMEMAPS into data that can be worked with. I wrote it first in TypeScript then re-wrote it to ZScript: https://forum.zdoom ...
- Tue Jun 10, 2025 2:04 pm
- Forum: General
- Topic: Looking for a SLADE PK3/ZDoom "example project"
- Replies: 2
- Views: 459
Re: Looking for a SLADE PK3/ZDoom "example project"
Also try this guide: ZScript Basics: A Guide for Non-Programmers (from a non-programmer)
Or at least add it to bookmarks to check it out later. At the beginning it goes over differences between wad and pk3 and how to work with them.
Or at least add it to bookmarks to check it out later. At the beginning it goes over differences between wad and pk3 and how to work with them.