Search found 58 matches
- Fri Mar 07, 2025 6:38 pm
- Forum: Resources
- Topic: Source-styled ladder
- Replies: 8
- Views: 2618
Re: Source-styled ladder
Thanks.
- 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?
- 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 ...
- 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.
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.
- 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 ...
- 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 ...
- 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.
- 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.
- 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 ...
- 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 ...
- 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.
- 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.
- 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?
- 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.
- 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.