Search found 38 matches

by SuperAble
Mon Mar 02, 2020 11:39 pm
Forum: Scripting
Topic: Wolf3D-styled fading for GZDoom?
Replies: 1
Views: 161

Wolf3D-styled fading for GZDoom?

Hey everyone, is there a way to code in some sort of fade-in/out effect when the player selects the available options on the menu similar to Wolf3D?
by SuperAble
Wed Oct 02, 2019 6:08 pm
Forum: Scripting
Topic: TITLEMAP Animation Help?
Replies: 1
Views: 283

TITLEMAP Animation Help?

Hi, I've been trying to emulate the style of The Lawnmower Man (Sega Genesis/MD) intro for my TITLEMAP, and I have issues. (for reference): MX3PRxw8JCE Attached URLs are my two test .pk3 files of the TITLEMAP: One with the layered logo graphic over the "wave" effect: https://www.dropbox.com/s ...
by SuperAble
Sun Sep 29, 2019 10:00 pm
Forum: Scripting
Topic: Score Counter in SBARINFO?
Replies: 1
Views: 188

Score Counter in SBARINFO?

Is it possible to add in a Score Counter that's not the Full Screen/Alternate HUD?
by SuperAble
Sat Sep 28, 2019 11:02 pm
Forum: Scripting
Topic: Fade-Ins/Outs For Z-Scripted TITLEMAP?
Replies: 0
Views: 101

Fade-Ins/Outs For Z-Scripted TITLEMAP?

Hello everyone, quick question-- but is it possible to do fade-ins/out on a scripted TITLEMAP? Thinking about wanting to do a script where it displays the title image, then it fades to black then fades in to a credits image.
by SuperAble
Wed Jul 10, 2019 6:20 pm
Forum: Script Library
Topic: [ZScript] Quake-style movement - v2.0.2
Replies: 50
Views: 33616

Re: [ZScript] Quake-style movement - v2.0.2

Did you remember to add the player class in MAPINFO? Edit: Also the handler warnings don't matter. That's just because I use a float as an int, somewhere. GameInfo { PlayerClasses = "TestPlayer" AddEventHandlers = "DamageKickHandler", "LandKickHandler", "WeaponLagHandler", "SpeedometerHandler ...
by SuperAble
Wed Jul 10, 2019 5:30 pm
Forum: Script Library
Topic: [ZScript] Quake-style movement - v2.0.2
Replies: 50
Views: 33616

Re: [ZScript] Quake-style movement - v2.0.2

I just realized the "doom mod" build didn't actually work. That's fixed, now. Then I realized I accidentally included footstep sounds from Quake 3. These have been changed to OpenArena SFX. Here's the Complete placeholder/testing code: Actor TestPlayer : QuakePlayer { Health 100 Player.DisplayName ...
by SuperAble
Wed Jul 10, 2019 10:47 am
Forum: Script Library
Topic: [ZScript] Quake-style movement - v2.0.2
Replies: 50
Views: 33616

Re: [ZScript] Quake-style movement - v2.0.2

Tried Implementing the 2.0.2 version for my mod, got a fatal error when loading it up. Here's what I did: 1. Downloaded the "quake-move-v2.0.2.pk3" file to my GZDoom directory and renamed it to: "MVNT.pk3" 2. Go to my Total Conversion project (a pk3 file too) and made a decorate for a custom Player ...
by SuperAble
Tue Jul 09, 2019 12:24 pm
Forum: Scripting
Topic: How to Make Randomized Player Pain Sounds?
Replies: 1
Views: 417

How to Make Randomized Player Pain Sounds?

Hello everyone, I thought about wanting to implement a randomized player pain sound whenever the player gets attacked-- but the only issue is that the sounds wouldn't load at all when testing the mod. Here's what I've done with the SNDINFO of my TC: //Player $random pl_pain { player/pain1 player ...
by SuperAble
Mon Jul 08, 2019 7:33 pm
Forum: Mapping
Topic: Half-Life 1 esque Reverb for GZDoom?
Replies: 1
Views: 496

Half-Life 1 esque Reverb for GZDoom?

Is it possible to try to replicate the echo-y reverb effect similar to that heard in Half-Life 1 onto GZDoom?
by SuperAble
Mon Jul 08, 2019 11:50 am
Forum: Scripting
Topic: Scripting a "Bugspray" weapon-- short-distance projectile
Replies: 2
Views: 252

Scripting a "Bugspray" weapon-- short-distance projectile

I was thinking about doing a bugspray/spray-can style weapon where it's basically a projectile weapon that could go for a short distance and not to the point as it must hit a wall, object or an actor like with the default plasma rifle. is it possible to script that type of thing?
by SuperAble
Thu Jun 20, 2019 3:54 pm
Forum: Assets (and other stuff)
Topic: Incorrectly Sized HUDs
Replies: 7
Views: 1031

Re: Incorrectly Sized HUDs

Maybe try posting the photo via Upload Attachments?
by SuperAble
Fri Jun 14, 2019 5:42 pm
Forum: Scripting
Topic: Dual Fists Scripting?
Replies: 1
Views: 213

Dual Fists Scripting?

Wanted to implement a Dual Fists weapon to my project to replace the seemingly dull one-handed, slow punch of the original. Looked through examples such as the ones seen in TCs such as The Golden Souls or Beautiful Doom for reference, but it looks a little complicated. Is there a "simpler" way to ...
by SuperAble
Fri Jun 14, 2019 12:09 am
Forum: Requests
Topic: Separate WAD/pk3 file for modified Fists Weapon?
Replies: 0
Views: 254

Separate WAD/pk3 file for modified Fists Weapon?

Hi, is there a separate file for a weapon modification where it changes the fists to attack with both arms and an additional "uppercut" feature similar to ones seen in TCs like The Golden Souls or Beautiful Doom?
by SuperAble
Thu Jun 13, 2019 4:43 pm
Forum: Assets (and other stuff)
Topic: Smallfont help from PNG?
Replies: 13
Views: 1897

Re: Smallfont help from PNG?

Kappes Buur wrote:If you want to use BHS's font generator, then maybe this tutorial will help. :)
Followed their steps, yet I'm not getting the .lmp file. Just only a brief second of the cmd prompt popping up and closes twice with no finalized product whatsoever.
by SuperAble
Thu Jun 13, 2019 3:00 pm
Forum: Assets (and other stuff)
Topic: Smallfont help from PNG?
Replies: 13
Views: 1897

Re: Smallfont help from PNG?

problem solved.

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