Thank you very much!
I have tested static wall portals and so far they do exactly what I want from them.
Search found 99 matches
- Wed Nov 24, 2021 1:47 pm
- Forum: Mapping
- Topic: [UDMF] Line Portals and Sound
- Replies: 2
- Views: 980
- Mon Nov 22, 2021 6:18 am
- Forum: Mapping
- Topic: [UDMF] Line Portals and Sound
- Replies: 2
- Views: 980
[UDMF] Line Portals and Sound
Hello. I am currently working on a mutli-story building. I have connected the individual floors through staircases and line portals, using "156 - Set Line Portal". What I have noticed when placing enemies is that sound does not travel through the portals. When a monster shoots on one side of the ...
- Sat Jun 12, 2021 6:07 am
- Forum: Scripting
- Topic: Disabling the players "use" action
- Replies: 2
- Views: 376
Re: Disabling the players "use" action
Thats wonderful. Tested it and it works.
Many thanks!
Many thanks!
- Sat Jun 12, 2021 3:16 am
- Forum: Scripting
- Topic: Disabling the players "use" action
- Replies: 2
- Views: 376
Disabling the players "use" action
Hi, I have made a custom menu that the player can access ingame whenever he/she wants. It also freezes the game using PowerTimeFreeze and SetPlayerProperty(). Of course, the player can still press the "use" key to activate switches, doors or anything. Which makes sense from a technical perspective ...
- Wed Mar 31, 2021 5:24 am
- Forum: Scripting
- Topic: MENUDEF - Positioning every menu in the bottom right corner
- Replies: 3
- Views: 644
MENUDEF - Positioning every menu in the bottom right corner
Hello. I am currently working on menus for my project, including main-, episode- and skill-menus. I would like all of them to be positioned in the bottom right corner of the screen, as I believe it fits the aesthetic very well. This works easily with the main menu. LISTMENU "MainMenu" { Size 450,450 ...
- Sun Jan 03, 2021 8:46 am
- Forum: Mapping
- Topic: UDMF Custom Sector Fields - How to access them?
- Replies: 2
- Views: 1350
Re: UDMF Custom Sector Fields - How to access them?
Very nice, thank you!
- Sun Jan 03, 2021 4:20 am
- Forum: Mapping
- Topic: UDMF Custom Sector Fields - How to access them?
- Replies: 2
- Views: 1350
UDMF Custom Sector Fields - How to access them?
Hello! I have always noticed that sectors in UDMF have the ability to store custom fields. In GZDoombuilder, it looks like there is a whole lot of different data that you can store in that. https://i.imgur.com/EawzDqZ.png Now, if I define one of those fields, in what way can I access that data? Can ...
- Sun Nov 22, 2020 11:30 am
- Forum: Assets (and other stuff)
- Topic: Rendering a texture black, regardless of light
- Replies: 5
- Views: 888
Re: Rendering a texture black, regardless of light
Well thats embarrassing. Thank you!
- Sun Nov 22, 2020 10:53 am
- Forum: Assets (and other stuff)
- Topic: Rendering a texture black, regardless of light
- Replies: 5
- Views: 888
Re: Rendering a texture black, regardless of light
From this bit: I have a flat, black texture it sounds like that might be what he has done. However, I'm not sure why it isn't working because I have used that method and used the black texture in many, many situations and it always appears totally black. I have attached the texture as well as my ...
- Sun Nov 22, 2020 6:33 am
- Forum: Assets (and other stuff)
- Topic: Rendering a texture black, regardless of light
- Replies: 5
- Views: 888
Rendering a texture black, regardless of light
Good day. I have a flat, black texture that I want to use. It is supposed to be rendered pitch-black, regardless of the light level of the sector it is in. Currently, when the sector is bright, the black is more akin to dark-gray. Which makes sense, but I'd like to know if there is a way to work ...
- Sat May 30, 2020 4:39 am
- Forum: Scripting
- Topic: Setting a default color for pickup-messages
- Replies: 2
- Views: 244
Re: Setting a default color for pickup-messages
Alright. Thank you!
- Wed May 27, 2020 2:12 am
- Forum: Scripting
- Topic: Setting a default color for pickup-messages
- Replies: 2
- Views: 244
Setting a default color for pickup-messages
I would like all pickupmessages in my project to have a single color, so they fit well together with the hud. I know that I can use escape sequences to change colors, I would just like to know if there was a "cleaner" way of doing that, instead of pasting "\cd" in front of all of them.
- Sun Apr 26, 2020 2:20 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1029
- Views: 405432
Re: Ultimate Doom Builder
Huh. Didn't know you could also define them in Mapinfo. That way I now found out I had a couple of numbers twice. Everything shows up now.
Thank you!
Thank you!
- Sat Apr 25, 2020 4:59 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1029
- Views: 405432
Re: Ultimate Doom Builder
I have a question about the visibility of user defined actors. I am using Build R3428. I have a couple of them that do not show up in Ultimate Doom Builders "User defined" section when trying to place them in the map. When I place an object and give it the ID of said actors, it is displayed as the ...
- Wed Aug 28, 2019 7:15 am
- Forum: Levels
- Topic: Rowdy Rudy II: POWERTRIP! Now on IDgames!
- Replies: 38
- Views: 8867
Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj
Played through those maps and I gotta say, I really like the guns. They make it easier to fight large crowds. Id like to contribute a map I have been working on the last couple of days, its almost done. I ran it through visplane explorer, though I'm unsure on how to interpret the outcome . I suppose ...