Search found 131 matches

by EmperorGrieferus
Fri Jul 11, 2025 12:08 am
Forum: General
Topic: Mod Download Broken? Request Reuploads Here
Replies: 4971
Views: 1222539

Re: Mod Download Broken? Request Reuploads Here

Does anyone have this remake of E1M8?
viewtopic.php?t=23547
by EmperorGrieferus
Sat Apr 05, 2025 11:38 am
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38033
Views: 4641068

Re: [SPRITES] Spriting Carnival!!

I remember someone uploading smooth pinky animation here, but I can't find it anymore.
by EmperorGrieferus
Fri Jan 31, 2025 6:24 am
Forum: Gameplay Mods
Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Replies: 2008
Views: 667903

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Delfino Furioso wrote: Fri Jan 31, 2025 5:11 am I think that's because the mod defines custom ammotypes that the base statusbar definition would not be aware of
Take a look at the ammo-tally-related DrawNumber functions
Except the mod doesn't have any custom ammo.
UPD: Apparently, it was needed for gibbing animation.
by EmperorGrieferus
Fri Jan 31, 2025 1:44 am
Forum: Gameplay Mods
Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Replies: 2008
Views: 667903

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

After performing several surgeries on the code and sprites, I found that SBARINFO contains the entire definition of Doom status bar, even though it already defines Doom status bar as a base one. Unless it's compatibility-related, I see little sense in keeping it in SBARINFO.
by EmperorGrieferus
Thu Jan 30, 2025 5:19 am
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38033
Views: 4641068

Re: [SPRITES] Spriting Carnival!!

Here's a little thingy I made just now.
UPD: Also made additional pain rotations.
by EmperorGrieferus
Wed Jan 29, 2025 9:32 pm
Forum: Gameplay Mods
Topic: Smooth Weapons Enhanced [v3.2.1]
Replies: 339
Views: 155526

Re: Smooth Weapons Enhanced [v3.2.1]

Should we expect expanded sprites for super shotgun, now that we have access to them?
by EmperorGrieferus
Fri Jan 24, 2025 10:18 am
Forum: Graphic/Audio Patches
Topic: Additional Rotational Sprites Project
Replies: 5
Views: 5392

Re: Additional Rotational Sprites Project

And I thought this was about giving intermediate rotation frames for monsters...
by EmperorGrieferus
Thu Nov 28, 2024 12:30 pm
Forum: Scripting
Topic: RenderStyle Shadow quiestion
Replies: 7
Views: 387

Re: RenderStyle Shadow quiestion

partial invisibility for spectre and blur sphere Actually, you can set it in the hardware renderer options (look for "fuzz style"), but I don't think it allows you to adjust the alpha... I mean, if it allowed for alpha adjustment, I wouldn't create this topic in the first place. I've just thought ...
by EmperorGrieferus
Thu Nov 28, 2024 12:53 am
Forum: Scripting
Topic: RenderStyle Shadow quiestion
Replies: 7
Views: 387

Re: RenderStyle Shadow quiestion

I see. It's kinda annoying that partial invisibility for spectre and blur sphere are regulated separately.
by EmperorGrieferus
Tue Nov 26, 2024 6:22 pm
Forum: Scripting
Topic: RenderStyle Shadow quiestion
Replies: 7
Views: 387

Re: RenderStyle Shadow quiestion

Here is what the wiki says about the RenderStyle property (irrelevant parts omitted, emphasis mine): 'Stencil' - actor is drawn as a single color. Use StencilColor property to set the color to use. Note that internally this sets the actor's renderstyle field to STYLE_Stencil, but if the Alpha value ...
by EmperorGrieferus
Fri Nov 22, 2024 10:20 am
Forum: Scripting
Topic: RenderStyle Shadow quiestion
Replies: 7
Views: 387

RenderStyle Shadow quiestion

This is rather self-explanatory. I want to manipulate the the level of translucency of Shadow renderstyle because it's too opaque for my taste.
by EmperorGrieferus
Sat Aug 31, 2024 1:03 am
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38033
Views: 4641068

Re: [SPRITES] Spriting Carnival!!

Looks promising. But you might need to distort tubes so that they appear round.
by EmperorGrieferus
Mon Aug 26, 2024 9:51 pm
Forum: Scripting
Topic: [ZSCRIPT] How do I check for a CVar in a RandomSpawner?
Replies: 5
Views: 737

Re: [ZSCRIPT] How do I check for a CVar in a RandomSpawner?

For custom random spawner logic, you need to override the ChooseSpawn method. As for CVARs, they can be referenced directly from ZScript - the functions are there mostly if you need to access the metadata (e.g. value type). NB: Your CVAR must be marked server , or it will break multiplayer. Class ...
by EmperorGrieferus
Mon Aug 26, 2024 7:39 pm
Forum: Scripting
Topic: ZScript: Randomized monster skins
Replies: 5
Views: 598

Re: ZScript: Randomized monster skins

Also, wouldn't it be easier to just spawn variants of monster that are just actors that inherit from their main variant? Nope. In certain cases it's not possible to make "too smooth" animations w/o altering the behavior of the actor if you go with subclassing and even if it is, rearranging all the ...

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