Spoiler:
Search found 62 matches
- Sat May 13, 2017 12:52 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165688
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
I found this sector merge bug. It only seems to occur with this specific setup.
- Thu Mar 02, 2017 8:05 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 896800
Re: The "How do I..." Thread
Weapon is the one that gives the additional item.
I want to make a mod where doomguy has a weapon carry limit like in call of duty and other shit fpses
I want to make a mod where doomguy has a weapon carry limit like in call of duty and other shit fpses
- Thu Mar 02, 2017 7:09 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 896800
Re: The "How do I..." Thread
How do I make an item that when picked up they also gives another different item?
- Tue Feb 28, 2017 11:25 am
- Forum: Bugs [GZDoom]
- Topic: 3d floor with inverted shootability
- Replies: 1
- Views: 1559
3d floor with inverted shootability
If you make a solid 3d floor with inverted shootability rules projectiles (eg. imp fireballs) wont go through the floor and hitscanners are unable to target properly. Inverted visibility rules also have strange behavior. If the player is outside of the 3d floor (but so that line of sight to monsters ...
- Sun Feb 26, 2017 1:36 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165688
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
I tried making this script script 1 open { spawnspotfacingforced ("imp",1); } And the script editor is complaining about incorrect number of arguments. I know that you need to also put int tid argument too but that is listed in [] which I think means the argument is optional or something (I don't ...
- Wed Feb 22, 2017 10:49 pm
- Forum: Levels
- Topic: UAC Military infection
- Replies: 4
- Views: 1346
Re: UAC Military infection
Google translate much?
I have not played this but hit scan spam = no fun
I have not played this but hit scan spam = no fun
- Sun Feb 19, 2017 10:19 am
- Forum: Resources
- Topic: Custom Texture Thread.
- Replies: 2577
- Views: 534638
Re: Custom Texture Thread.
Here is the spinning asteroid computer finished. I put pngs in a zip file because linking all the pics using a image hosting site would have been a pain in the ass. Zip also includes brighmaps. I don't know if the pics are paletted. http://www.mediafire.com/file/8p79bb4tizsd2j0/mkbcom.zip I didn't ...
- Tue Feb 14, 2017 3:28 pm
- Forum: Editing (Archive)
- Topic: Performace cost of animated textures
- Replies: 4
- Views: 325
Re: Performace cost of animated textures
Cool, ty.
- Tue Feb 14, 2017 12:03 pm
- Forum: Resources
- Topic: Custom Texture Thread.
- Replies: 2577
- Views: 534638
Re: Custom Texture Thread.
What do you guys think of this gif? http://imgur.com/qy8KFZV.gif I wanted to make a big ass monitor with some cool animation but I think the animation is little too fast. The original gif used to have 60-80 frames so I cut it down to 15 (because I'm too lazy to edit all the frames). The gif is ...
- Tue Feb 14, 2017 12:00 pm
- Forum: Editing (Archive)
- Topic: Performace cost of animated textures
- Replies: 4
- Views: 325
Performace cost of animated textures
How much animated textures cost performance wise compared to non animated textures. I'm wondering if it is smart to spam large animated textures (128x128+) with many frames (15+).
- Sat Feb 11, 2017 3:14 pm
- Forum: Editing (Archive)
- Topic: Line portal question
- Replies: 1
- Views: 205
Line portal question
You can various types for Line_SetPortal but what are the differences between type 1 and type 2? What are these "other actions"?
https://zdoom.org/wiki/Line_SetPortal
https://zdoom.org/wiki/Line_SetPortal
- Thu Feb 02, 2017 5:13 pm
- Forum: Editing (Archive)
- Topic: Megatexture performance cost
- Replies: 1
- Views: 232
Megatexture performance cost
I'm curious what kind of performance cost will megatexture have vs just lots of sectors with gzdoom?
By megatexture I mean that you have a single big texture (500x500 and bigger) that is suppose to cover a big area in your map. Something like you see in Ed's Putrefier.
By megatexture I mean that you have a single big texture (500x500 and bigger) that is suppose to cover a big area in your map. Something like you see in Ed's Putrefier.
- Thu Jan 26, 2017 7:05 am
- Forum: Levels
- Topic: Fear Station: Charlie
- Replies: 18
- Views: 3394
Re: Fear Station: Charlie
Yeah the example is little too extreme but this could be fixed by bumping the light level up a little or making the lights sources illuminate a bigger area (there's that new attenuated light which I think would look pretty good here). Another options would to play with the lights.pk3 (which I think ...
- Wed Jan 25, 2017 4:43 am
- Forum: Levels
- Topic: Fear Station: Charlie
- Replies: 18
- Views: 3394
Re: Fear Station: Charlie
Realism is fine and dandy but you could have made the railings middle textures which can be shot through. If you look leodoom85's video at 25:30 you can see that cacos and arachnotron are completely harmless because they can't shoot through the window. Railings also don't make the harder for the ...
- Tue Jan 24, 2017 6:35 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165688
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
I think I found a bug. If you action special 65 (Plat_UpByValue) the platform plays wrong sound when it return to it's original position. It plays the floor/ceiling moves sound instead of platform sound. In addition if you open the line's properties you have a box labeled as "lower by (*8)". I think ...