Search found 58 matches

by Hipshot
Fri Mar 07, 2025 6:38 pm
Forum: Resources
Topic: Source-styled ladder
Replies: 8
Views: 2618

Re: Source-styled ladder

Thanks.
by Hipshot
Fri Mar 07, 2025 1:48 am
Forum: Resources
Topic: Source-styled ladder
Replies: 8
Views: 2618

Re: Source-styled ladder

Sorry about the bump, but what is the license of this code. Because now I'm using it in my own stand alone production (a bit modified). Is that allowed?
by Hipshot
Thu Mar 06, 2025 2:37 pm
Forum: General
Topic: Donate to this foum/development?
Replies: 4
Views: 561

Re: Donate to this foum/development?

You guys can always ask about that, because even if the cost is run on time and love, it might be good to collect some donations over time anyway, because there might come a point where the cost is increase to a point where it could have been good to have some saved. Anyway, thanks for the answer ...
by Hipshot
Thu Mar 06, 2025 3:09 am
Forum: General
Topic: Donate to this foum/development?
Replies: 4
Views: 561

Donate to this foum/development?

I couldn't find a donate button, is this also locked behind a patreon?
I wanted to donate to this and to doomworlds forums because I have gotten a lot of help around these forums and people are generally helpful and nice so.
by Hipshot
Fri Jan 17, 2025 3:39 am
Forum: Scripting
Topic: level name, warp and such (stand alone)
Replies: 4
Views: 728

Re: level name, warp and such (stand alone)

So what you are telling me is that the game/engine, using the -warp command, only works with mapXX or EXMX whatever my mapinfo and such say, just to clarify? Whatever the mapinfo or other setting say about level names etc? But ok, one can just use +map like in quake... (I'm comming from that scene ...
by Hipshot
Thu Jan 16, 2025 4:01 am
Forum: Scripting
Topic: level name, warp and such (stand alone)
Replies: 4
Views: 728

level name, warp and such (stand alone)

I'm not sure where to ask this, so I'll put it here, and I also feel a bit stupid that I can't find the solution to this, even if I feel it might be pretty simple. So, I work on a stand alone thing here, I have my maps, so that's all good. But when I do the warp command, lets say -warp 01 or ...
by Hipshot
Fri Jan 03, 2025 4:06 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1056
Views: 419379

Re: Ultimate Doom Builder

I just saw that there's actually a git where I can suggest things, I might do that instead of here then. But anyway, I'll just say that it would be nice to be able to see the THING ID on actors directly in the editor on them instead of needing to hover the mouse over all the time.
by Hipshot
Mon Dec 30, 2024 3:20 pm
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1056
Views: 419379

Re: Ultimate Doom Builder

I wish scale can be set to a default instead of being 1/1 all the time, since the project I work on uses 2/2 everywhere.
by Hipshot
Wed Dec 18, 2024 4:06 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1056
Views: 419379

Re: Ultimate Doom Builder

I believe there's an error, only in the editor, that when using a long texture name inside a model def, that looks like this for example: Model WhiteBalls { Path models Model 0 balls.obj Skin 0 "textures/temp_white1.png" FrameIndex 0000 A 0 0 } This works in the game, but the editor gives me an ...
by Hipshot
Wed Dec 04, 2024 2:03 pm
Forum: Assets (and other stuff)
Topic: Textures lump name issue?
Replies: 0
Views: 2351

Textures lump name issue?

So, this is strange. I have a clean mod, just a folder with a map and a model in it. When I define the model sprite name in the textrues file, called textures.txt, then the game crashes, zdoom won't start the mod. If I rename the file to textures.lmp the mod works and nothing crashes. The strange ...
by Hipshot
Sun Nov 24, 2024 8:27 am
Forum: Mapping
Topic: Brightness on line on 3d floor?
Replies: 0
Views: 1797

Brightness on line on 3d floor?

Is it possible to change the brightness of this, with any of the brighness setting? I'm using UDMF.
by Hipshot
Sat Nov 23, 2024 1:33 pm
Forum: Assets (and other stuff)
Topic: Texture Filtering shows lines on models
Replies: 2
Views: 2880

Re: Texture Filtering shows lines on models

Paste the texture, I just assume there's a white pixel row or similar outside the "dark" uvmapped area? This is not uncommon, happens in a lot of games, even modern, you just don't see it there because of the high resolution. Like this, the white you see there might be the "face" part of the texture.
by Hipshot
Sat Nov 23, 2024 9:20 am
Forum: Assets (and other stuff)
Topic: Models and vertex color?
Replies: 0
Views: 2323

Models and vertex color?

Is this possible to use this in gzdoom with any model format? If not available directly, can a shader be written that supports this on a material/materials applied to a model?
by Hipshot
Sun Nov 03, 2024 9:34 am
Forum: Scripting
Topic: Removing the light from the player
Replies: 3
Views: 343

Re: Removing the light from the player

You are partly correct. This affects the behaviour of it, but I can't disable it. There's something emitting from the player and it comes from somewhere. If it's not a lamp, some other settings tells the world there's a player here and brightens close features.
by Hipshot
Sat Nov 02, 2024 2:45 pm
Forum: Scripting
Topic: Removing the light from the player
Replies: 3
Views: 343

Removing the light from the player

There seems to be a lightsource inside the doom player, that lit up walls when I get close to them. I'm not talking about the secors that becomes brighter, it's more of some sort of dynamic light that sits inside the camera. Anyone know how I can mod that away? Using the latest zdoom exe.

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