Search found 388 matches
- Tue May 13, 2025 5:54 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Added ExtraDepletionBehavior for Inventory items
- Replies: 2
- Views: 3320
- Tue May 13, 2025 4:11 am
- Forum: Feature Suggestions [GZDoom]
- Topic: StringHeight
- Replies: 0
- Views: 115
StringHeight
Basically the vertical equivalent to StringWidth, For example: TESTSTRING = "This is my big\n\n" "extremely high\n\n" "not really string"; Such a string can only get it's width easily with String Width, If I wanted to have a texture behind it that scaled to it. Only the width can easily be gained ...
- Thu May 08, 2025 3:38 am
- Forum: Requests
- Topic: Flying Jellyfish Sprites
- Replies: 0
- Views: 95
Flying Jellyfish Sprites
I'm looking for any art assets that could be used represent a floating Jellyfish-type monster in the vein of the System Shock 2 Psi Reaver, Age of Mythology Argus or the Fear & Hunger Maneba, but not the Realm667 Grell, since that doesn't fit the vibe of the enemy I'm going for. Death and pain ...
- Mon May 05, 2025 12:27 am
- Forum: Gameplay Mods
- Topic: Use To Pickup
- Replies: 47
- Views: 25362
Re: Use To Pickup
Thread resurrection but when updating this mod's zscript version to GZDoom versions of 4.12 and newer the INI file handling causes a fatal error crash: "Incorrect Number of Return Values. Got x, expected y." Such as at line 252.
- Sun Apr 27, 2025 6:09 am
- Forum: Scripting
- Topic: GTA Trilogy-style Help Popup
- Replies: 0
- Views: 127
GTA Trilogy-style Help Popup
Hello. I wish to integrate a Rockstar North-style help popup box used in the original GTA Trilogy and Manhunt; as seen here in this example: https://imgur.com/U3AazFM But the idea is not to replace the current Pickup log, rather be a separate element used for Tutorial-based elements (i.e letting the ...
- Fri Jul 05, 2024 8:26 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Added ExtraDepletionBehavior for Inventory items
- Replies: 2
- Views: 3320
Added ExtraDepletionBehavior for Inventory items
Pull request This pull request adds the ExtraDepletionBehavior virtual void for TakeInventory, and UseInventory (theoretically SetInventory and anything else that depends on those functions - not tested by me) that enables additional code to be ran for stuff like weight systems without bloating ...
- Thu Jul 04, 2024 1:12 am
- Forum: Feature Suggestions [GZDoom]
- Topic: HandleDecrement
- Replies: 0
- Views: 2068
HandleDecrement
HandleDecrement would be the reversed version of HandlePickup; in the sense that HandlePickup is tied to A_GiveInventory (and GiveInventory) HandleDecrement would be tied to A_TakeInventory (and TakeInventory) Such a virtual bool would be useful for things like a dynamic weight system (no longer ...
- Fri Jun 14, 2024 6:43 am
- Forum: Scripting
- Topic: Overlapping BlockThingsIterator Detection
- Replies: 1
- Views: 185
Overlapping BlockThingsIterator Detection
Hi all, I've been trying to integrate a dynamic radiation actor object for a while and hit all sorts of roadbumps until I finally got *something* functional for what I want. However there is an issue where If two of these actors overlap you get double the effect, I only want one effect at a time ...
- Thu Jun 13, 2024 1:05 am
- Forum: Scripting
- Topic: An object checking when a olayer is within it's collision box constantly
- Replies: 3
- Views: 216
Re: An object checking when a olayer is within it's collision box constantly
This isn't a problem anymore. Ended up getting what I wanted with a BlockThingsIterator in an overridden Tick() void.
- Wed Jun 12, 2024 4:42 am
- Forum: Scripting
- Topic: An object checking when a olayer is within it's collision box constantly
- Replies: 3
- Views: 216
An object checking when a olayer is within it's collision box constantly
I'm aware of CanCollideWith and CollidedWith; but the issue is that they are one and done affairs if the player stands still within them, what I need is a way to check when the player is within that collided objects collision box constantly - even when standing still, say like Half-Life 1's Alien ...
- Sat Nov 11, 2023 6:57 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38025
- Views: 4636391
Re: [SPRITES] Spriting Carnival!!
The zombie apocalypse is going well! https://imgur.com/2NTabH6 The zombie marine is complete, so even though ammo is still scarce, it should now be possible to at least finish most maps by rationing resources and hunting down and scavenging supplies from zombie marines. Two variants in the spoiler ...
- Fri Oct 13, 2023 8:03 pm
- Forum: Gameplay Mods
- Topic: Outback Anarchy - D.I.Y. R.I.P.
- Replies: 35
- Views: 19829
Re: Outback Anarchy - Anarchy in the U.A.C.
Honestly the Micro-Uzi is cool and all, but I'd feel either the Owen Gun or F1 SMG would be more thematically appropriate and hit the Australian vibe greater (especially considering both were produced here) Good mod though, the character would definitely be from the "wrong side of the tracks" part ...
- Tue Apr 18, 2023 4:26 pm
- Forum: Rules and Forum Announcements
- Topic: Statement regarding Marisa the Magician (aka Marisa Kirisame)
- Replies: 184
- Views: 79420
Re: Statement regarding Marisa the Magician (aka Marisa Kirisame)
Forcing people's hands on situations they're not comfortable dealing with will never yield good results. Which leads me to wonder how many people, in this thread or in #offtopic on Discord last night, have ever stopped to wonder how my staff and I feel about this. From my perspective, this should ...
- Thu Mar 30, 2023 10:49 pm
- Forum: Gameplay Mods
- Topic: [NSFW] Succubus' Doom v0.4 beta [13/6/2023]
- Replies: 55
- Views: 39421
Re: [NSFW] Succubus' Doom 0.1
Missed opportunity to call this "Brutal Coom"
- Sun Nov 06, 2022 3:50 am
- Forum: Resources
- Topic: [ZScript Library] ZNav - Navigation Mshes in ZDoom!
- Replies: 7
- Views: 2301
Re: [ZScript Library] GZPathfinding - ZDoom Nav Meshes!
Frankly, the use of Node JS and all the npm shenanigans are just completely counterintuitive for getting navmeshes in GZDoom, so apart from 10 people crazy enough to do so, this'll mostly go unused. EDIT: You should specify that people will need to use Powershell not Node JS to actually install and ...