Search found 596 matches

by RockstarRaccoon
Sat Feb 19, 2022 2:43 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: A sprite frame symbol for no draw, like TNT1 base
Replies: 8
Views: 1463

Re: A sprite frame symbol for no draw, like TNT1 base

I feel like the answer is going to be no, simply because any valid character there could be used as a frame identifier, and this doesn't add new functionality, nor is this a very common problem. What are you even using this for? Because what you're talking about basically makes the sprite flash ...
by RockstarRaccoon
Sat Feb 05, 2022 12:49 pm
Forum: Feature Suggestions [GZDoom]
Topic: add offsets to decaldef
Replies: 9
Views: 4833

Re: add offsets to decaldef

Would it be possible to make texture offsets as fixed point instead of integers? They already are. There's a ton of precise double math in here to make that work. Try using the line-def edit in UDB to manually enter the alignment of a wall in a UDMF map. It'll work, though it's not as useful as one ...
by RockstarRaccoon
Sat Feb 05, 2022 12:43 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: "Bottomless"/"Topless" sectors (like vertical horizons)
Replies: 4
Views: 1161

Re: "Bottomless"/"Topless" sectors (like vertical horizons)

I'm also kinda wondering if this will be less useful if the glow feature gets extended like it was asked for in the other thread, seeing as we'll be able to do things like fade into mist or blackness when we want to create the illusion of not being able to see the bottom / top of a sector... It'd ...
by RockstarRaccoon
Sat Feb 05, 2022 12:38 pm
Forum: Feature Suggestions [GZDoom]
Topic: More options for texture alignment (pegging) (WITH CODE!)
Replies: 4
Views: 1289

Re: More options for texture alignment (pegging) (WITH CODE!

I am working on the code submission, but I've been stalled a bit on it... I had normal pegging working just fine in the latest build with the new code, but then I broke it again while trying to optimize to a new system. I'm also really not sure if this is the way I should be going about it, because ...
by RockstarRaccoon
Sat Feb 05, 2022 12:35 pm
Forum: Mapping
Topic: Feedback Request on Remake of E2M1: Deimos Anomoly
Replies: 2
Views: 1027

Re: Feedback Request on Remake of E2M1: Deimos Anomoly

Huh, I had assumed someone had messed with it before, but I hadn't actually been able to find a remake of this level when I started, so I assumed no ZDoom-specific one had been released yet... I will have to look at this. Anyway, I want to try to keep it compatible with stuff like Zandronum, so I ...
by RockstarRaccoon
Tue Feb 01, 2022 8:43 pm
Forum: Feature Suggestions [GZDoom]
Topic: add offsets to decaldef
Replies: 9
Views: 4833

Re: add offsets to decaldef

You know, if you're at it, there should be a possibility for randomization there.

Anyway, I'm about to rework the decal-placement code in the rendering stuff, so... I'll try to remember that this is a request and get back with notes.
by RockstarRaccoon
Tue Feb 01, 2022 8:24 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Expand SetLineActivation to Change Repeatableness
Replies: 6
Views: 2115

Re: Expand SetLineActivation to Change Repeatableness

Implementation notes... Repeatability is defined by setting line_t.flags to ML_REPEAT_SPECIAL , defined in doomdefs.h. We then go to bool P_ActivateLine in p_spec.cpp , where I see the following code... special = line->special; if (!repeat && buttonSuccess) { // clear the special on non ...
by RockstarRaccoon
Tue Feb 01, 2022 7:53 pm
Forum: Feature Suggestions [GZDoom]
Topic: Skew wall textures (looking for solutions)
Replies: 0
Views: 559

Skew wall textures (looking for solutions)

This has been requested a few times, and even partially implemented in experiments, but there's never been a solid step to getting it in the engine. While I'm messing with the wall-rendering code to implement that new pegging feature, I'm starting to get some new perspective on this. I've noticed ...
by RockstarRaccoon
Tue Feb 01, 2022 12:17 pm
Forum: Mapping
Topic: Feedback Request on Remake of E2M1: Deimos Anomoly
Replies: 2
Views: 1027

Feedback Request on Remake of E2M1: Deimos Anomoly

I recently pulled out an old and incomplete remake map of E2M1: Deimos Anomoly that I'd been working on a few years back. I did a bit more work on it, and you know what? I really like what I've got right now. https://cdn.discordapp.com/attachments/272003643471953939/936824643606708244/Screenshot ...
by RockstarRaccoon
Tue Feb 01, 2022 12:07 pm
Forum: Mapping
Topic: Hubs - level design question
Replies: 2
Views: 1340

Re: Hubs - level design question

Yeah, it really depends on the flow you want. If you want the player to get trapped in the level until they finish some part, like in Hexen, then you should do that. This lets you do a lot more in the way of incorporating complex narative or setpieces, and can help with tension, because the player ...
by RockstarRaccoon
Tue Feb 01, 2022 11:53 am
Forum: Mapping
Topic: Animated MD3 Door?
Replies: 15
Views: 7029

Re: Animated MD3 Door?

I know it's a bit late, but when I was doing this, I would have a pair of non-colliding visual-only things which were placed in the same spot as a pair of polyobjects. You move them all together, and it creates this nice effect of the MD3 models looking like the actual door, and the polyobjects ...
by RockstarRaccoon
Mon Jan 31, 2022 10:24 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Expand SetLineActivation to Change Repeatableness
Replies: 6
Views: 2115

Re: Expand SetLineActivation to Change Repeatableness

I was thinking about this too: there needs to be a switch-reset special, if nothing else, so we can just turn them back on after they're used...
by RockstarRaccoon
Mon Jan 31, 2022 6:36 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: "Bottomless"/"Topless" sectors (like vertical horizons)
Replies: 4
Views: 1161

"Bottomless"/"Topless" sectors (like vertical horizons)

Messing with the linedef code, seeing where someone might be able to add a feature I've wanted occasionally which would, instead of rendering a floor, just keep rendering the walls, infinitely, straight down. That would be good for making bottomless pits and rooms that feel "infinitely-tall". IDK if ...
by RockstarRaccoon
Sun Jan 30, 2022 5:56 pm
Forum: General
Topic: ZDoom project ideas you have
Replies: 5360
Views: 691166

Re: ZDoom project ideas you have

Shatter-Thought[V-4] wrote:Clowns.
This is an actual TC. I don't remember the name, but it's out there, and it's good.
by RockstarRaccoon
Sun Jan 30, 2022 10:53 am
Forum: General
Topic: ZDoom project ideas you have
Replies: 5360
Views: 691166

Re: ZDoom project ideas you have

Is GZdoom powerful enough to do (almost) everything in this video , pinky ball included? Aside from maybe the poorly implemented rag doll, I've seen pretty much all of this done in GZ Doom. To be honest, if it didn't say what it was, I might have thought it was a new build of Doomsday, because I ...

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