Search found 36 matches
- Fri May 07, 2021 4:00 pm
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3112
- Views: 397164
Re: SLADE Discussion - Latest: v3.1.12 (26/May/2020)
When I add textures to TEXTUREX in the most recent version of SLADE (v3.2.0 Beta 2), it adds the right bracket at the end of each definition twice: // Texture definitions generated by SLADE3 // on Fri May 7 23:47:16 2021 "Tiles094", 128, 128 { Patch "Tiles094", 0, 0 }} "Tiles093", 128, 128 { Patch ...
- Tue Mar 31, 2020 8:30 am
- Forum: Feature Suggestions [GZDoom]
- Topic: 3D PolyObjects
- Replies: 2
- Views: 598
3D PolyObjects
I don't know if this has been requested (and probably rejected) yet but here I go; The idea for 3D PolyObjects. They work just like the normal PolyObjects but they're more 3D (hence the title) and are able to move in any direction and rotate in any dimension. This would be a fine addition for maps ...
- Fri Feb 28, 2020 5:55 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Using DrawBar for bosses via CVAR's
- Replies: 2
- Views: 373
Using DrawBar for bosses via CVAR's
The idea is to have a boss bar, that is used in SBARINFO (so that HUD scaling options can affect it). The DrawBar command should support integer CVAR's so that it can be used to show the monster's health via ACS, so that we don't have to rely on "fake fonts" or dummy items.
- Fri Jul 12, 2019 2:11 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Free camera movement in demos/replays
- Replies: 0
- Views: 516
Free camera movement in demos/replays
I'm not sure if this is already suggested here and if so, it's probably very old . Now the idea; It would be kinda cool to have free camera control ala spectator mode during a demo. You can already swap between players viewpoint, change the camera style (chasecam) and I heard that free camera ...
- Thu May 16, 2019 12:27 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: "Lite" version of GZDoom
- Replies: 4
- Views: 847
"Lite" version of GZDoom
It would be great to have a version of GZDoom which is specificly made for standalone games. It's PK3 will come with only the actors that are used by the engine and no actors from the games. But it should at least come with a "empty" IWAD and some basic actors (like a playerclass for testing etc ...
- Sat May 04, 2019 6:00 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Options for background scaling
- Replies: 1
- Views: 459
Options for background scaling
Like the title says, there should be a option to scale backgrounds such as the one from Title Screen, Help, Credits, Intermission/Stats and so on. Multiple choices to either strech to fit the entire screen, scale up but not stretch (with black borders) or the same but zoomed in until it fills the ...
- Thu May 02, 2019 6:39 am
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3112
- Views: 397164
Re: SLADE Discussion - Latest: v3.1.4 (26/Dec/2018)
They should disable automatic display of any FON1/FON2 files because it keeps crashing and it drives me insane
- Wed May 01, 2019 7:17 am
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3112
- Views: 397164
Re: SLADE Discussion - Latest: v3.1.4 (26/Dec/2018)
Well, I hope for the adjust command being in the right-click menu and support for multiple images at one, as well as keeping the exact sprite offsets and options for making 1 pixel free space (to avoid hard sprite edges)
- Sun Apr 28, 2019 4:09 am
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3112
- Views: 397164
Re: SLADE Discussion - Latest: v3.1.4 (26/Dec/2018)
The "adjust" command really needs to be updated. It autocrops only single images, not multiple images, which makes creating fonts that aren't monospaced a friggin' nightmare. And it also screws up the sprite offsets, while the outdated XWE can do this with no problem (well, except that it only works ...
- Sat Jan 05, 2019 11:50 am
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3112
- Views: 397164
Re: SLADE Discussion - Latest: v3.1.4 (26/Dec/2018)
There's already stuff for batch-renaming. Also you can write a batch file that does all the stuff you want. ren MONS1 MONSA1 ren MONS2 MONA2A8 ren MONS3 MONSA3A7 and so on. Type it all once. Then you can run that batch in the console with the run command. And then you can edit your batch with a ...
- Sat Jan 05, 2019 8:06 am
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3112
- Views: 397164
Re: SLADE Discussion - Latest: v3.1.4 (26/Dec/2018)
I really hope this renaming thing will be included. I mean, it could work like this (I hope this is a better example): Select the entries, then auto-rename, choose starting letter and style (MONSA4 or MONSA4A6) and voila. It should just rename all the selected entries and ignore the entries' first 4 ...
- Wed Jan 02, 2019 11:01 am
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3112
- Views: 397164
Re: SLADE Discussion - Latest: v3.1.4 (26/Dec/2018)
Is there already a way to auto-rename multiple entries into DOOM compatible sprites? Like from this: MONS1 MONS2 MONS3 MONS4 MONS5 MONS6 MONS7 MONS8 MONS9 MONS10 To this: MONSA1 MONSA2S8 MONSA3A7 MONSA4A6 MONSA5 MONSB1 MONSB2B8 MONSB3B7 MONSB4B6 MONSB5 An option to type the first 4 letters and then ...
- Fri Jun 01, 2018 11:25 am
- Forum: Scripting
- Topic: Making a working fragmentation grenade (DECORATE only)
- Replies: 6
- Views: 647
Re: Making a working fragmentation grenade (DECORATE only)
Thanks for the tips but I better use shrapnels for now. (it's more fitting for this kind of grenade, right?)
- Thu May 31, 2018 9:50 am
- Forum: Scripting
- Topic: Making a working fragmentation grenade (DECORATE only)
- Replies: 6
- Views: 647
Re: Making a working fragmentation grenade (DECORATE only)
Is it possible to do this with A_SpawnItemEx or A_RearrangePointers?
- Thu May 31, 2018 2:18 am
- Forum: Scripting
- Topic: Making a working fragmentation grenade (DECORATE only)
- Replies: 6
- Views: 647
Making a working fragmentation grenade (DECORATE only)
Like the title describes, I would like to make a hand grenade that also fires hitscan things around the explosion. Yes, I know that the A_Explode does have these "nails", but they're only horizontal and their range is infinite, so no thanks. I managed to do so, but the bullets doesn't count for me ...