How can you use $pitchset with $playersound in SNDINFO? That is to say, assign a sound lump to a specific player class, but with a pitch shift applied.
I also tried using $playeralias instead and changing the pitch of the aliased sound, but the sound plays at normal pitch anyways.
Search found 186 matches
- Sat Jul 13, 2024 10:41 am
- Forum: Assets (and other stuff)
- Topic: How to combine $playersound with $pitchset?
- Replies: 0
- Views: 2130
- Sun May 01, 2022 8:18 am
- Forum: Closed Bugs [GZDoom]
- Topic: [Vulkan] Crash when loading map on startup
- Replies: 2
- Views: 553
Re: [Vulkan] Crash when loading map on startup
Looks to have been fixed, I couldn't reproduceRachael wrote:Does this still happen when using dev builds? I have not had this problem at all when I was developing a custom game for Mac, so I suspect this may already have been fixed.
- Sat Apr 30, 2022 9:00 am
- Forum: Closed Bugs [GZDoom]
- Topic: [Vulkan] Crash when loading map on startup
- Replies: 2
- Views: 553
[Vulkan] Crash when loading map on startup
Version: GZDoom 4.7.1 Renderer: Vulkan OS: macOS 12.3.1 Processor: Apple M1 Pro When launching directly into a map (using the +map arg or loading a PWAD with a TITLEMAP), the game crashes roughly 50% of the time. It doesn't crash when starting from a title screen, or otherwise switching maps. I've ...
- Wed Nov 24, 2021 5:16 pm
- Forum: Scripting
- Topic: Tinting a truecolor sprite via translations
- Replies: 3
- Views: 294
Re: Tinting a truecolor sprite via translations
There's other colorization options. To evaluate what's right for you and determine if it can be done, can you post an example? Sure, take a look at https://github.com/perfectionismtech/Cronos-Unleashed/tree/ae553e1d6bb7aa1f716b242367bfb2d837f0e227/sprites/flares . FLREA0 is the base sprite, B-G are ...
- Wed Nov 24, 2021 10:24 am
- Forum: Scripting
- Topic: Tinting a truecolor sprite via translations
- Replies: 3
- Views: 294
Tinting a truecolor sprite via translations
Say I have a grayscale truecolor sprite in my mod. I'd like to use different colorized versions of this sprite— basically, using the brightness information in the sprite while applying hue/saturation values of some color across the entire sprite. Is this something that could be done through GZDoom's ...
- Sun Oct 04, 2020 7:05 pm
- Forum: Resources
- Topic: [Sprites]NeoWorm Resources - Google drive link pg.1
- Replies: 542
- Views: 154381
Re: [Sprites]NeoWorm Resources - Google drive link pg.1
These look great. Could you possibly put the individual frames in the Google Drive folder?neoworm wrote:New waterfall textures for Heretic and HeXen.
- Thu Mar 26, 2020 10:33 am
- Forum: Scripting
- Topic: Bouncing actor that doesn’t change states when stopping
- Replies: 9
- Views: 796
Re: Bouncing actor that doesn’t change states when stopping
None of the current answers really solve my problem. I don’t think I’ve explained the issue clearly enough, so I’ll try to be a bit more concrete. Here’s the States block from the specific actor I’m working with. States { Spawn: ICEC ABCD 10 A_IceSetTics(); Stop; } I want the actor to go through thes ...
- Mon Mar 09, 2020 8:44 pm
- Forum: Scripting
- Topic: Bouncing actor that doesn’t change states when stopping
- Replies: 9
- Views: 796
Re: Bouncing actor that doesn’t change states when stopping
The bounce flags don’t work without +MISSILE as far as I know. Removing +MISSILE removes the bounce behavior in my testing.
Default block:
Default block:
Code: Select all
Default {
Gravity 0.5;
BounceType 'Hexen';
+BOUNCEONFLOORS
+BOUNCEAUTOOFFFLOORONLY
+MISSILE
}
- Mon Mar 09, 2020 7:42 pm
- Forum: Scripting
- Topic: Bouncing actor that doesn’t change states when stopping
- Replies: 9
- Views: 796
Re: Bouncing actor that doesn’t change states when stopping
Bounce without jumping states when it stops bouncing/hits something.Dan_The_Noob wrote:what do you want the actor to do?
- Mon Mar 09, 2020 3:27 pm
- Forum: Scripting
- Topic: Bouncing actor that doesn’t change states when stopping
- Replies: 9
- Views: 796
Bouncing actor that doesn’t change states when stopping
I’ve got a decorative actor that I want to bounce. The problem is that (AFAIK) actors need to be flagged with +MISSILE in order to bounce, and missiles enter their Death state when they stop bouncing, which I don’t want. Adding “Goto Spawn;” to the Death state won’t work because Spawn has multiple fr ...
- Wed Mar 04, 2020 9:00 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: A_StartSound startTime
- Replies: 8
- Views: 1017
Re: A_StartSound startTime
It may be worth having a special value (-1?) that starts the sound at the sound's LOOP_START marker (https://zdoom.org/wiki/Audio_loop)
- Sun Mar 01, 2020 7:05 pm
- Forum: Scripting
- Topic: HeXen style custom skill menu for new classes
- Replies: 2
- Views: 292
Re: HeXen style custom skill menu for new classes
I am trying to add new playable classes to HeXen with all the bells and whistles of orginal game. That includes set of custom skill menu for each new class. But I can't find how to do that. I checked wiki and gzdoom.pk3 menudef already and few mods, no luck. See https://zdoom.org/wiki/MAPINFO/Skill ...
- Thu Feb 20, 2020 1:32 pm
- Forum: Resources
- Topic: [Sprites]NeoWorm Resources - Google drive link pg.1
- Replies: 542
- Views: 154381
Re: [Sprites]NeoWorm Resources - Fireman Axe pg.26
Dropbox and Google Drive are especially good options because, as far as I know, they don't recompress the images.
- Sun Feb 16, 2020 11:09 am
- Forum: Resources
- Topic: Damaging Floor Patch for The Plutonia Experiment
- Replies: 1
- Views: 1319
Damaging Floor Patch for The Plutonia Experiment
This patch adds the missing consistency to The Plutonia Experiment's damaging floors. With this patch applied, all (and only) damaging floors will use either nukage or lava textures. This mod only changes the textures— gameplay is not affected . This patch does not contain modified Plutonia maps; it ...
- Sat Feb 01, 2020 9:47 pm
- Forum: Gameplay Mods
- Topic: HexArcana! (HexArcana V3.1)
- Replies: 136
- Views: 49418
Re: HexArcana (V1.2)
Daedolon13 yeah, I had to replace the artihealth with a random spawner to spawn the quartz flasks and the monster flasks in a 50% split. The quartz flask item are now named "artihealth1". Now that you bring it up I should figure out if I can come up with a way to create custom binds for using the ...