Search found 2282 matches

by Accensus
Tue Apr 18, 2023 2:39 pm
Forum: Rules and Forum Announcements
Topic: Statement regarding Marisa the Magician (aka Marisa Kirisame)
Replies: 184
Views: 80467

Re: Statement regarding Marisa the Magician (aka Marisa Kirisame)

Then we are done. I am not expecting to be coddled, but if all I am going to get is more accusations for everything I say, then what's the point? You want answers. You have one hell of a way to go about "getting" them, one that is tried and proven never to work. And then you expect me to break the ...
by Accensus
Tue Apr 18, 2023 1:19 pm
Forum: Rules and Forum Announcements
Topic: Statement regarding Marisa the Magician (aka Marisa Kirisame)
Replies: 184
Views: 80467

Re: Statement regarding Marisa the Magician (aka Marisa Kirisame)

Let's see how it works out for the recipients of the award.
by Accensus
Tue Apr 18, 2023 1:16 pm
Forum: Rules and Forum Announcements
Topic: Statement regarding Marisa the Magician (aka Marisa Kirisame)
Replies: 184
Views: 80467

Re: Statement regarding Marisa the Magician (aka Marisa Kirisame)

Damn, Skulltag 2: Electric Boogaloo is kinda fire ngl.
by Accensus
Tue Dec 27, 2022 6:42 am
Forum: Closed Bugs [GZDoom]
Topic: Overlay Automap lacks color for unexplored secret
Replies: 1
Views: 1285

Overlay Automap lacks color for unexplored secret

This seems like an oversight rather than a deliberate decision. It gets really confusing with multiple secrets cause you don't know whether or not you've visited one before when both explored and unexplored secrets have the same color.
by Accensus
Sun Dec 04, 2022 7:42 pm
Forum: Feature Suggestions [GZDoom]
Topic: Virtualize CanSeek
Replies: 2
Views: 837

Virtualize CanSeek

Not much to say here. Use case is better customization. Right now the only way seems to be slapping bCANTSEEK = true on stuff but that requires messing with the target actor, which can potentially cause conflicts if only specific seekers are not supposed to seek the target.
by Accensus
Sat Nov 05, 2022 4:32 pm
Forum: Closed Bugs [GZDoom]
Topic: [4.9.0] Loadgame still looks inside Save (and fails)
Replies: 2
Views: 810

Re: [4.9.0] Loadgame still looks inside Save (and fails)

Saw the fix. I appreciate the quick work, man. Thank you.
by Accensus
Sat Nov 05, 2022 4:11 pm
Forum: Closed Bugs [GZDoom]
Topic: [4.9.0] Loadgame still looks inside Save (and fails)
Replies: 2
Views: 810

[4.9.0] Loadgame still looks inside Save (and fails)

Using the portable installation. Let's say I have a save file called Ace.zds. I am noticing the following problem: - If the save is in the root Save directory, "-loadgame Ace.zds" will look for it in Save/doom.id.doom2.commercial. Game launches but the console spits out "Could not read savegame ...
by Accensus
Sat Nov 05, 2022 12:51 pm
Forum: Feature Suggestions [GZDoom]
Topic: String function that returns the number of visible characters.
Replies: 10
Views: 1590

Re: String function that returns the number of visible characters.

Yes please. This would be perfect for my use case and addresses the initial suggestion.
by Accensus
Sat Nov 05, 2022 6:46 am
Forum: Feature Suggestions [GZDoom]
Topic: String function that returns the number of visible characters.
Replies: 10
Views: 1590

Re: String function that returns the number of visible characters.

I see. In that case I can try what AFADoomer suggested. Thanks. I suppose this could be closed.
by Accensus
Fri Nov 04, 2022 10:00 am
Forum: Feature Suggestions [GZDoom]
Topic: String function that returns the number of visible characters.
Replies: 10
Views: 1590

String function that returns the number of visible characters.

I mean something that DOESN'T count the color escapes. Both Length and CodePointCount are completely useless whenever I need to work with a colored string, which is 99% of the time. I tried using FIlter() out of frustration but that didn't do much either. Hell, anything that allows me to get rid of ...
by Accensus
Sat Oct 15, 2022 1:38 am
Forum: Feature Suggestions [GZDoom]
Topic: DMG_TEST for DamageMobj
Replies: 2
Views: 752

Re: DMG_TEST for DamageMobj

I was afraid of that. Hopefully it's feasible down the line and not completely out of the question because refactoring DamageMobj seems like a good idea. A lot of calculations regarding damage are located in there so selectively modifying behaviour mod-side is a pain in the ass. Probably one of the ...
by Accensus
Fri Oct 14, 2022 6:48 pm
Forum: Feature Suggestions [GZDoom]
Topic: DMG_TEST for DamageMobj
Replies: 2
Views: 752

DMG_TEST for DamageMobj

Following the train of thought here , the idea behind DMG_TEST (or DMG_NODAMAGE, whatever works) is to call Super.DamageMobj to get the final damage without doing any real health reduction. This way I can operate on the value after it's been modified by factors and whatnot, and use it in ...
by Accensus
Fri Oct 14, 2022 6:30 pm
Forum: Feature Suggestions [GZDoom]
Topic: Expose and virtualize AActor::AbsorbDamage
Replies: 0
Views: 574

Expose and virtualize AActor::AbsorbDamage

Use case is allowing modders to reorder the calling of AbsorbDamage on items without overriding the entire DamageMobj virtual. I currently do this by building an ordered list of mod-specific items manually in the player's DamageMobj and calling Super.DamageMobj at the end with DMG_NO_ARMOR after ...
by Accensus
Sat Sep 17, 2022 6:26 am
Forum: Closed Bugs [GZDoom]
Topic: GC randomly collects objects still in use
Replies: 12
Views: 1758

Re: GC randomly collects objects still in use

This can be closed, the PR has been merged and I can confirm it works fine. Thanks again to everyone involved.

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