Search found 109 matches
- 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 ...
- 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 ...
- 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]
- 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 ...
- Fri Sep 14, 2018 8:58 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: EventHandler OnNewGame() virtual
- Replies: 2
- Views: 506
- Fri Sep 14, 2018 6:30 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Make StatusScreen::End virtual
- Replies: 5
- Views: 1091
Re: Make StatusScreen::End virtual
https://github.com/coelckers/gzdoom/pull/576
Let's see how this goes
Let's see how this goes
- 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)
Let's see if I fucked anything up, or if Graf doesn't want it in. (Or both)
- 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.
- Fri Jul 20, 2018 12:25 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Cleaner property syntax
- Replies: 3
- Views: 498
Re: Cleaner property syntax
Yeah, exactlyargv wrote:Like this?Code: Select all
property SomeProperty: int SomeField1, bool SomeField2;
- 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.
It would be nice if there was a better way, that also applied to more cases.
- 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 ...
- 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 

- 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 ...
- 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
1 - Doom 4 Doom
I read its source code when I'm bored
Mastapiece!!!!
4 - Guncaster
Supah fun!
4 - Adventures of Square
Very artistic and great to play
1 - Beautiful Doom
First Doom mod I ever played

1 - Doom 4 Doom
I read its source code when I'm bored

- 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.
Also, I'm using whatever was the latest devbuild yesterday.