Search found 18 matches
- Fri Jan 17, 2020 4:42 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Shin Megami Tensei: Strange Journey
- Replies: 6
- Views: 12273
Re: Shin Megami Tensei: Strange Journey
Update: Addressed a performance issue where summoning certain demons would slow down GZDoom severely. These sprites were huge, so the workaround for now was to scale them down. Updated the description with a link to v.3.0.2 including the fix.
- Tue Jan 14, 2020 2:48 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Shin Megami Tensei: Strange Journey
- Replies: 6
- Views: 12273
Re: Shin Megami Tensei: Strange Journey
This mod is cool, but, need to ask a few things: 1) There is a version without the custom guns? To use another mods with My apologies for the late answer. I'm afraid not, but you can achieve this quite easily: 1. Unzip strangejourney.pk3 2. In strangejourney/MAPINFO.txt, remove this line ...
- Tue Jan 14, 2020 2:48 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Shin Megami Tensei: Strange Journey
- Replies: 6
- Views: 12273
Re: Shin Megami Tensei: Strange Journey
Update: Fixed a bug affecting the HD font spacing which became an issue in the most recent versions of GZDoom. I have updated the description with a link to v.3.0.1 containing the bugfix.
- Tue Dec 25, 2018 6:20 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Shin Megami Tensei: Strange Journey
- Replies: 6
- Views: 12273
Re: Shin Megami Tensei: Strange Journey
There is now a version 3.0 of the mod, featuring the gigantic map Eridanus 1F with 66 (!) secrets and tons of other improvements. Please see the enclosed readme for details. I have updated the description.
- Sat May 26, 2018 2:49 pm
- Forum: Bugs [GZDoom]
- Topic: [ZScript] Empty structs not supported?
- Replies: 1
- Views: 783
[ZScript] Empty structs not supported?
My apologies if I am posting this in the wrong subforum. It looks like it is not possible to compile ZScript code that defines a struct with no member variables and an actor that makes use of it: struct MyStruct { //int m_foo; // Uncomment to make it compile void do_stuff() { // ... } } class ...
- Thu May 17, 2018 12:12 pm
- Forum: Technical Issues
- Topic: [Linux] GZDoom takes 12 seconds to start
- Replies: 2
- Views: 553
Re: [Linux] GZDoom takes 12 seconds to start
Thanks for the hint regarding shader caching! I upgraded mesa from 18.0.3 to 18.2.0 (by replacing extra/mesa with aur/mesa-git) and I now see that files were created in ~/.cache/mesa_shader_cache/ upon launch. The startup time is now back at 1-2 seconds.
- Sun May 13, 2018 4:53 am
- Forum: Technical Issues
- Topic: [Linux] GZDoom takes 12 seconds to start
- Replies: 2
- Views: 553
[Linux] GZDoom takes 12 seconds to start
I recently did a system upgrade where I removed Chocolate Doom and updated GZDoom among other things. After doing this, I noticed that it takes significantly longer for GZDoom to start up (roughly 2 seconds -> 12 seconds). I captured the startup logs and an strace: $ strace -T -tt gzdoom -iwad ...
- Sat May 12, 2018 9:45 am
- Forum: Scripting
- Topic: Cure poison
- Replies: 4
- Views: 422
Re: Cure poison
That did the trick. Thanks! Death: NULL A 0 A_Scream; NULL A 0 A_NoBlocking; NULL A 0 A_SetTranslation("Dead"); POLT AAAAAAAAAA 2 A_FadeOut(0.1); POLT A 0 A_FadeTo(1.0, 1.0); POLT A 0 { PoisonDurationReceived = 0; } POLT A -1 set_height_modifier(0.2); Stop;
- Sat May 12, 2018 6:58 am
- Forum: Scripting
- Topic: Cure poison
- Replies: 4
- Views: 422
Re: Cure poison
Here is the weapon (Decorate): actor PoisonIperitta : Pistol replaces Pistol { States { Fire: PISG A 4 PISG B 0 A_FireBullets (5.6, 0, 1, 5, "PoisonPuff") PISG B 0 A_PlaySound("weapons/pistol", CHAN_WEAPON) PISG B 6 A_GunFlash PISG C 4 PISG B 5 A_ReFire Goto Ready } } And the puff (Decorate): actor ...
- Sat May 12, 2018 6:17 am
- Forum: Scripting
- Topic: Cure poison
- Replies: 4
- Views: 422
Cure poison
I have a weapon that inflicts poison damage, meaning that any monster that gets hit by it takes some damage every second until it is dead. When I defeat a monster with it and it becomes resurrected by an Archvile, the monster is still poisoned. How do I cancel the poison status upon death using ...
- Sun Oct 29, 2017 2:24 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Shin Megami Tensei: Strange Journey
- Replies: 6
- Views: 12273
Shin Megami Tensei: Strange Journey
https://imgur.com/zRYJamz This mod is based on the Nintendo DS game named Shin Megami Tensei: Strange Journey and its recent remake on the 3DS, as well as other MegaTen games. This mod was basically memed into existence. I originally posted version 1.0 and version 2.0 of the mod on /smtg/ (4chan ...
- Fri Oct 20, 2017 3:15 pm
- Forum: Scripting
- Topic: Unique monsters
- Replies: 3
- Views: 645
Re: Unique monsters
Thank you both. I went with the simple but effective A_CheckProximity solution: actor HuaPoDSP : DSP { Weapon.SelectionOrder 3200 Weapon.AmmoUse 50 Weapon.AmmoGive 0 Weapon.SlotNumber 8 Inventory.Pickupmessage "You formed a contract with Hua Po!" States { Ready: HUPG A 1 A_WeaponReady Loop Deselect ...
- Thu Oct 19, 2017 5:38 pm
- Forum: Scripting
- Topic: Unique monsters
- Replies: 3
- Views: 645
Unique monsters
I have implemented a weapon that spawns a monster of a certain actor class each time it is fired. I want to make sure that there can only exist at most one such monster at any given time. I figured that one way to do it would be to kill all monsters of that type (if any) in the map immediately when ...
- Sat Oct 14, 2017 5:57 am
- Forum: General
- Topic: [ZScript] User-friendly way to enable?
- Replies: 2
- Views: 345
Re: [ZScript] User-friendly way to enable?
Oh, I didn't know ZDoom development stopped in January this year. Well in that case, I will not make an effort to support it from now on. GZDoom and maybe QZDoom seem to be the future for cutting-edge Doom modding.
Thanks for the info.
Thanks for the info.
- Sat Oct 14, 2017 2:33 am
- Forum: General
- Topic: [ZScript] User-friendly way to enable?
- Replies: 2
- Views: 345
[ZScript] User-friendly way to enable?
My WAD uses ZScript and is targeted towards ZDoom/GZDoom users. Is there an easy way to make sure that ZScript is enabled in ZDoom whenever my userbase plays my WAD? I doubt the average user is tech-savvy enough to understand how to pass the -zscript argument to the executable.