Search found 13 matches
- Fri Jun 30, 2017 9:09 am
- Forum: Graphic/Audio Patches
- Topic: [Mod Resource] DoomActorDB
- Replies: 0
- Views: 806
[Mod Resource] DoomActorDB
ZDoom-compatible language file storing known actor classes and their proper names, ACS function to query included. Basically, a resource for mods that need to show enemy names for whatever reason, this will make it easier for them to display a proper name and not those ugly classname messes. My ...
- Sat Jun 24, 2017 2:16 pm
- Forum: General
- Topic: OBS and GZDoom
- Replies: 4
- Views: 619
Re: OBS and GZDoom
Hey what do you know, after completely turning the whole "share" thing off everything is fine: steady 60 FPS now.coldcite wrote:I've been thinking it could be NVidia overlay playing dirty somehow, even though I have everything in it disabled.
No freeze on the hookup either.
- Sat Jun 24, 2017 1:46 pm
- Forum: General
- Topic: OBS and GZDoom
- Replies: 4
- Views: 619
Re: OBS and GZDoom
The validity of OBS not liking OpenGL is half true and false. For me, I have trouble trying to get a game capture lock on GZDoom - often requiring a few tries before it actually catches. As for the massive framerate drop like you describe.. no, can't say I have had that problem. Generally that ...
- Sat Jun 24, 2017 1:13 am
- Forum: Closed Bugs [GZDoom]
- Topic: [GZDoom g3.0.1] Software poly renderer
- Replies: 6
- Views: 1577
Re: [GZDoom g3.0.1] Software poly renderer
I'll post this here since it's half report/half question and it doesn't really warrant a new thread anywhere else: I can't see dynamic lights working with this experimental renderer, can I assume it's a feature still not implemented?
- Sat Jun 24, 2017 12:19 am
- Forum: General
- Topic: OBS and GZDoom
- Replies: 4
- Views: 619
OBS and GZDoom
I'm having a terrible FPS drop (might be some kind of lock to 30-36) while running OBS in the background in "GL modes" like hardware GL or software mode with a GL canvas, software (D3D) works fine. After a few minutes of Googling around, found a few comments regarding how OBS doesn't seem to like ...
- Fri Jun 16, 2017 1:16 pm
- Forum: Scripting
- Topic: "How do I ZScript?"
- Replies: 1451
- Views: 200271
Re: "How do I ZScript?"
I think you'll need to post the whole actor for anyone to see what's wrong... SetOrigin should set the exact position (and if it's too low most normal actors should snap to the floor right after, and if it's too high it should drop if it has gravity). Ah thank you, I just noticed the ...
- Fri Jun 16, 2017 10:40 am
- Forum: Scripting
- Topic: "How do I ZScript?"
- Replies: 1451
- Views: 200271
Re: "How do I ZScript?"
It has come to my attention something is wrong when using SetOrigin in actors on top of player activated elevators: actor's Pos.Z will be set to the platform floor no matter what. Seems to work okay when the platform's raising/lowering is activated automatically, with no player interaction. (Sorry ...
- Fri Jun 16, 2017 8:33 am
- Forum: Scripting
- Topic: "How do I ZScript?"
- Replies: 1451
- Views: 200271
Re: "How do I ZScript?"
Actor's current state holds it IIRC. Thank you so much! You pointed exactly in the right direction, here's what I ended up with: Int SpriteTexHeight; TextureID SpriteTexture; Bool SpriteFlip; Vector2 SpriteScale; [SpriteTexture, SpriteFlip, SpriteScale] = ownerRef.CurState.GetSpriteTexture(ownerRef ...
- Thu Jun 15, 2017 11:27 pm
- Forum: Graphic/Audio Patches
- Topic: Top HP Bars 1.04
- Replies: 13
- Views: 21591
Re: Top HP Bars 1.0
Okay I think I've found a way to replicate this issue, I'll take a look into it.Lime wrote:-yes. I wasn't so specific about it.
- Thu Jun 15, 2017 10:44 pm
- Forum: Graphic/Audio Patches
- Topic: Top HP Bars 1.04
- Replies: 13
- Views: 21591
Re: Top HP Bars 1.0
You mean like in an elevator?Lime wrote:- bug: when an enemy is in a spot that it goes down (or up), the health bar goes down in his feet.
- Thu Jun 15, 2017 10:04 pm
- Forum: Scripting
- Topic: "How do I ZScript?"
- Replies: 1451
- Views: 200271
Re: "How do I ZScript?"
Is there any way I can possibly get an actor's current "sprite texture"? I'm trying to obtain its real "height" so to speak, as in, an Arch-Vile has a set Height of 56, however its sprites can go up to 76 in some cases, that's the value I'm after. Consider the following code in the Tick() override ...
- Thu Jun 15, 2017 1:07 pm
- Forum: Graphic/Audio Patches
- Topic: Top HP Bars 1.04
- Replies: 13
- Views: 21591
Re: Top HP Bars 1.0
Fair enough, I wasn't clear on what "Other Projects" really meant.ibm5155 wrote:This is a Gameplay Mod and not a TC like mod
- Thu Jun 15, 2017 12:16 pm
- Forum: Graphic/Audio Patches
- Topic: Top HP Bars 1.04
- Replies: 13
- Views: 21591
Top HP Bars 1.04
https://puu.sh/wkYjZ/ac5df42c63.jpg In Action 1 In Action 2 Really simple mod to add HP bars on top or enemies and players. Should work alongside any game and mod, let me know otherwise and I'll try to take care of it to the best of my still limited knowledge. Used SpriteShadow - Duke3D-style ...