Search found 38 matches
- 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?
- 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 ...
- 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?
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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?
- 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?
- 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?
- 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 ...
- 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?
- 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?
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.Kappes Buur wrote:If you want to use BHS's font generator, then maybe this tutorial will help.
- 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.