Search found 109 matches

by ZippeyKeys12
Tue Feb 12, 2019 10:27 am
Forum: Script Library
Topic: [ZScript] A* Pathfinding
Replies: 10
Views: 7580

Re: [ZScript] A* Pathfinding

What would be cool is to see the navmesh build around solid actors (for things like static mesh decorations), and to see chase movement that is velocity-based instead of step-based (so that the monster can smoothly rotate in more than 8 angles and not have stepped movement). :D It'd be better if ...
by ZippeyKeys12
Sun Nov 18, 2018 6:33 pm
Forum: Script Library
Topic: Clematis - ZScript Unit Testing Library
Replies: 0
Views: 1164

Clematis - ZScript Unit Testing Library

Clematis ZScript unit test framework for GZDoom Github See the README for basic instructions. I plan on adding more features and docs, especially if someone actually uses this. Allows you to do: class ClematisExample:Clematis{ override void TestSuites(){ Describe('Testing Player Stats'); It ...
by ZippeyKeys12
Thu Sep 20, 2018 2:20 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Make StatusScreen::End virtual
Replies: 5
Views: 1091

Re: Make StatusScreen::End virtual

This can be [Added]
by ZippeyKeys12
Fri Sep 14, 2018 10:14 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Make StatusScreen::End virtual
Replies: 5
Views: 1091

Re: Make StatusScreen::End virtual

I have 3 gzdoom repos on my computer, small stuff, INI parser export and per-mod storage. When one is compiling I work on the other. Once it compiles I go through all the compiler warnings to see if it is from any changes of mine. Then I make a test wad testing every function added or changed and ...
by ZippeyKeys12
Fri Sep 14, 2018 3:57 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: GetStatSize() (ZScript)
Replies: 5
Views: 1136

Re: GetStatSize() (ZScript)

https://github.com/coelckers/gzdoom/pull/574
Let's see if I fucked anything up, or if Graf doesn't want it in. (Or both)
by ZippeyKeys12
Wed Aug 29, 2018 4:48 pm
Forum: Feature Suggestions [GZDoom]
Topic: ZScript line trace visual aid
Replies: 4
Views: 1443

Re: ZScript line trace visual aid

Yes, please. Testing is so annoying, being able to see traces would be amazing.
by ZippeyKeys12
Fri Jul 20, 2018 12:25 am
Forum: Feature Suggestions [GZDoom]
Topic: Cleaner property syntax
Replies: 3
Views: 498

Re: Cleaner property syntax

argv wrote:Like this?

Code: Select all

property SomeProperty: int SomeField1, bool SomeField2;
Yeah, exactly
by ZippeyKeys12
Thu Jul 12, 2018 2:33 pm
Forum: Feature Suggestions [GZDoom]
Topic: Cleaner property syntax
Replies: 3
Views: 498

Re: Cleaner property syntax

This will only work for single-variable, same-name properties.
It would be nice if there was a better way, that also applied to more cases.
by ZippeyKeys12
Mon Jun 11, 2018 11:20 pm
Forum: Scripting
Topic: A breakdown of PSprites, weapon states, overlays etc
Replies: 6
Views: 1025

Re: A breakdown of PSprites, weapon states, overlays etc

You probably know most of this but I want to be thorough. I'm also probably not the best source but nobody has answered so far. Scope Owner is the player, invoker is the weapon. The weapon would be used for sequences of states which can be changed using PSprites and [wiki=Category:Decorate_Jump ...
by ZippeyKeys12
Sat May 26, 2018 8:40 pm
Forum: TCs, Full Games, and Other Projects
Topic: [WIP] Interstellar Enforcer - (Hiatus)
Replies: 49
Views: 24731

Re: [WIP] Interstellar Enforcer

Looks really cool, can't wait to play this :)
by ZippeyKeys12
Mon May 07, 2018 6:56 pm
Forum: Closed Bugs [GZDoom]
Topic: Issue with Arrays of Names
Replies: 1
Views: 722

Issue with Arrays of Names

class ZStateStack{ Array<Name> StateStack; bool Push(Name SName) {return StateStack.Push(SName);} void Set(Name SName){ StateStack.Clear(); StateStack.Push(SName); } } class ZStateStack{ Array<Name> StateStack; bool Push(Name SName) {return StateStack.Push(int(SName));} void Set(Name SName ...
by ZippeyKeys12
Sat Apr 07, 2018 7:02 pm
Forum: General
Topic: ZDoom Community Top Works of All Time
Replies: 409
Views: 169041

Re: ZDoom Community Top Mods of All Time

5 - ouch_m 2: abort_m
Mastapiece!!!!

4 - Guncaster
Supah fun!

4 - Adventures of Square
Very artistic and great to play

1 - Beautiful Doom
First Doom mod I ever played :wub:

1 - Doom 4 Doom
I read its source code when I'm bored :shock:
by ZippeyKeys12
Wed Mar 14, 2018 9:45 am
Forum: Closed Bugs [GZDoom]
Topic: Overridden defaulted arguments don't get set
Replies: 15
Views: 2313

Re: Overridden defaulted arguments don't get set

The warning is obviously intentional, the problem is that it gives an insufficient arguments error when a function call omits arguments that have defaults in gzdoom.pk3.
Also, I'm using whatever was the latest devbuild yesterday.

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