Search found 388 matches

by XLightningStormL
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 ...
by XLightningStormL
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 ...
by XLightningStormL
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.
by XLightningStormL
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 ...
by XLightningStormL
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 ...
by XLightningStormL
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 ...
by XLightningStormL
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 ...
by XLightningStormL
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.
by XLightningStormL
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 ...
by XLightningStormL
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 ...
by XLightningStormL
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 ...
by XLightningStormL
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 ...
by XLightningStormL
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"
by XLightningStormL
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 ...

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