Search found 2282 matches
- 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 ...
- 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.
- 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.
- Tue Jan 17, 2023 4:56 am
- Forum: Gameplay Mods
- Topic: Re: WAR TROPHIES (1.11) Give up your soul for extra points
- Replies: 157
- Views: 87489
Re: Re: WAR TROPHIES (1.11) Give up your soul for extra points
Check the filter settings.
- 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.
- 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.
- 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.
- 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 ...
- 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.
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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.