Search found 21 matches
- Sun Jun 23, 2019 3:48 am
- Forum: Assets (and other stuff)
- Topic: "Realistic" Muzzle Flashes
- Replies: 5
- Views: 1257
Re: "Realistic" Muzzle Flashes
Problem solved, thanks guys.
- Thu Jun 20, 2019 3:39 pm
- Forum: Assets (and other stuff)
- Topic: "Realistic" Muzzle Flashes
- Replies: 5
- Views: 1257
Re: "Realistic" Muzzle Flashes
I can't figure out how to set up the image so that the flash itself is positioned "in front of", as in behind in terms of image layers, the Uzi sprite, and simultaneously "cancel" out the black background for the flash layer. I've tried blend settings, re-positioning, messing with the alpha channel ...
- Thu Jun 20, 2019 10:34 am
- Forum: Assets (and other stuff)
- Topic: "Realistic" Muzzle Flashes
- Replies: 5
- Views: 1257
"Realistic" Muzzle Flashes
So, I'm working on coding a somewhat intimidating incarnation of the classic "Dual Uzis" for doom modding purposes, and I wanted to go for a kind of flashy Tarantino-esque asthetic, i.e. thunderous fire sounds, and large muzzle flashes. However, a problem I ran into when I was setting up the flash ...
- Fri Feb 15, 2019 6:51 am
- Forum: Graphic/Audio Patches
- Topic: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
- Replies: 451
- Views: 250659
- Wed Feb 06, 2019 5:26 pm
- Forum: Creation, Conversion, and Editing
- Topic: Problems Using md2tool
- Replies: 9
- Views: 1768
Re: Problems Using md2tool
Ah, thanks.
- Wed Feb 06, 2019 5:04 pm
- Forum: Creation, Conversion, and Editing
- Topic: Problems Using md2tool
- Replies: 9
- Views: 1768
Re: Problems Using md2tool
Sorry for the late reply, but how do I set this up? I don't have a lot of experience with the command prompt.
- Tue Feb 05, 2019 9:21 pm
- Forum: Creation, Conversion, and Editing
- Topic: Problems Using md2tool
- Replies: 9
- Views: 1768
Problems Using md2tool
I'm trying to convert a .dmd model to an .md2 model using a program called md2tool (the .exe in the Doomsday bin folder) and every time I try to use it the command prompt closes almost immediately. I've tried compatibility modes, dragging-and-dropping the .dmd onto the .exe, and running through ...
- Thu Jan 24, 2019 6:23 pm
- Forum: Scripting
- Topic: [SOLVED] DECORATE: Monster Melee State Not Working
- Replies: 4
- Views: 511
Re: DECORATE: Monster Melee State Not Working
Ah, OK. Thanks.
- Thu Jan 24, 2019 5:30 pm
- Forum: Scripting
- Topic: [SOLVED] DECORATE: Monster Melee State Not Working
- Replies: 4
- Views: 511
Re: DECORATE: Monster Melee State Not Working
Hey, thanks for the quick reply! I added a MeleeRange of 60, and it works just like intended. By the way, how do I mark a topic as answered?
- Wed Jan 23, 2019 9:36 pm
- Forum: Scripting
- Topic: [SOLVED] DECORATE: Monster Melee State Not Working
- Replies: 4
- Views: 511
[SOLVED] DECORATE: Monster Melee State Not Working
I've been struggling with writing a melee attack for my somewhat custom-designed cacodemon variant based on the trilobites seen in FreeDoom... pic for reference: https://soulsphere.org/apocrypha/freedoom/jellodude.png ...and I can't seem to get the melee state working correctly. I walk right up to ...
- Sat Nov 24, 2018 2:24 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Probalility of a Physics Engine in GZDOOM 5?
- Replies: 5
- Views: 872
Probalility of a Physics Engine in GZDOOM 5?
OK, so big question I've had for a while,
Is there a chance of GZDOOM having a physics engine in a later version?
Is there a chance of GZDOOM having a physics engine in a later version?
- Sun Sep 09, 2018 9:19 am
- Forum: Technical Issues
- Topic: Muffled/Compressed Sound in GZDooM 3.5.1
- Replies: 5
- Views: 1094
Re: Muffled/Compressed Sound in GZDooM 3.5.1
Fixed! That did it. The sound works fine now. I just copied over the OpenAL.ddl from the 3.4.1 zip file, overwrote the existing OpenAL.ddl, and voila! Thanks a bunch.
- Sat Sep 08, 2018 8:33 pm
- Forum: Technical Issues
- Topic: Muffled/Compressed Sound in GZDooM 3.5.1
- Replies: 5
- Views: 1094
Muffled/Compressed Sound in GZDooM 3.5.1
I just upgraded from GZDOOM 3.4.1 to GZDOOM 3.5.1, and for some reason, no matter what I do, all sounds are played in Mono. Music is fine and dandy, but ALL the sounds are in mono. I've messed with pretty much every sound option available, from sample rate to OpenAL resampler, and everything is ...
- Tue Aug 21, 2018 3:28 pm
- Forum: Scripting
- Topic: How to Swap Projectile Animation if Mod is Loaded
- Replies: 2
- Views: 179
Re: Re: How to Swap Projectile Animation if Mod is Loaded
Here's the code for the small explosion spawner, Actor SmallExplosionSpawner: ExplosionSpawner { Speed 30 states { Spawn: TNT1 AAA 2 A_SpawnItem("SpawnedExplosionSmall") Stop } } and here, sequentially, is the code for the small explosion: Actor SpawnedExplosion { +NOCLIP +NOGRAVITY states { Spawn ...
- Sun Aug 19, 2018 2:03 pm
- Forum: Scripting
- Topic: How to Swap Projectile Animation if Mod is Loaded
- Replies: 2
- Views: 179
How to Swap Projectile Animation if Mod is Loaded
I've been working on customized versions of the Freedoom beastiary for a while now, and I would like to implement a script that causes my Battle Slug projectile to use the Brutal Doom small explosion effect instead of the default animation, when loaded with Brutal Doom. This is the code I've been ...