Search found 393 matches
- Sat Nov 08, 2025 2:12 am
- Forum: Scripting
- Topic: Telling sectors apart once they're joined
- Replies: 4
- Views: 63
Re: Telling sectors apart once they're joined
I'm not clear what the purpose of the script is. The two shapes are one sector, what one does the other does, and you can't break it apart in-game. If you were trying to do something like an area calculation it might be possible to figure out the individual shapes from the sector struct since it ...
- Fri Nov 07, 2025 1:29 am
- Forum: Gameplay Mods
- Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
- Replies: 217
- Views: 135609
Re: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
A cursory glance through the mod indicates it might be tricky to do that, it's not like DRLA where EVERYTHING is controlled by player inventory in some way except for the splash immunity which is probably not changeable in DECORATE. By all means have a go at it but it might just be easier to use one ...
- Wed Nov 05, 2025 2:54 pm
- Forum: ZDoom (and related) News
- Topic: What’s Happening With UZDoom?
- Replies: 81
- Views: 12972
Re: What’s Happening With UZDoom?
This will just bring us back to the original problem anyway. Do note that the default name is not Corvus, nor Karl, nor any of those other people. It is "Player". It references the person behind the screen, not the character. This is particularly important in multiplayer contexts, where the ...
- Wed Nov 05, 2025 6:11 am
- Forum: ZDoom (and related) News
- Topic: What’s Happening With UZDoom?
- Replies: 81
- Views: 12972
Re: What’s Happening With UZDoom?
we do plan on adding an onboarding setup (either on the launcher or in-game), so it'll probably go there as well That'll work fine, and also since some other settings don't have sensible defaults even beyond personal preferences. Later on though the idea of a player class default might be worth ...
- Wed Nov 05, 2025 3:00 am
- Forum: ZDoom (and related) News
- Topic: What’s Happening With UZDoom?
- Replies: 81
- Views: 12972
Re: What’s Happening With UZDoom?
Speaking of defaults, the recent "themself" change needs to be talked about because it is not a sensible default. To me what would actually make sense is that the player sex starts as "default" and is based on what player class is in use, that is the default Doomguy Corvus Baratus Parias Daedolon ...
- Mon Nov 03, 2025 9:49 am
- Forum: General
- Topic: Question About Difficulty Settings
- Replies: 9
- Views: 146
Re: Question About Difficulty Settings
There are mods that have enemy scaling but mostly that's just hooked into completing levels to compensate for the player getting more powerful, not a true dynamic difficulty like Resident Evil 4 or its close cousin God Hand. There's also mods with tiers where it's simply luck of the draw but those ...
- Sat Nov 01, 2025 11:50 am
- Forum: Mapping
- Topic: Lift action not happening at all!
- Replies: 1
- Views: 55
Re: Lift action not happening at all!
You're correct but it is just one thing. Flip the switch line. In pretty much any map editor linedefs display a small "tick" in the middle, indicating which side is the front/right sidedef. It doesn't always matter but for one-sided the right side must face into the sector, and it also matters for ...
- Sat Nov 01, 2025 10:32 am
- Forum: Scripting
- Topic: ZScript: Monster Who You Can Command [UNRESOLVED/WIP]
- Replies: 1
- Views: 109
Re: ZScript: Monster Who You Can Command [UNRESOLVED/WIP]
I am not actually sure if you can determine when the player presses use generally without modifying the player and you don't want to do that, but what you can do is make a custom key binding that can trigger stuff in NetworkProcess, you have an event handler in your mod, it's another function for ...
- Sat Nov 01, 2025 1:51 am
- Forum: Mapping
- Topic: Shootable switches -- actions....?
- Replies: 5
- Views: 105
Re: Shootable switches -- actions....?
Tangental, but make sure it is painfully obvious that you're supposed to shoot that line since many of the official IWADs fail that spectacularly, worst in TNT MAP18 (and Doom 2 for that matter), and a counter-example being SIGIL with the evil eyes. Also that you provide some kind of ammunition in ...
- Sat Nov 01, 2025 1:01 am
- Forum: Scripting
- Topic: ZScript: Make monster give item to player. [UNRESOLVED/WIP]
- Replies: 3
- Views: 88
Re: ZScript: Make monster give item to player. [UNRESOLVED/WIP]
The DavidXNewton videos are a nice introduction, particularly if you might know a bit of coding but aren't familiar with OOP, it'll at least put a name to the important concepts that are the big draw of using ZScript over DECORATE. The HUD stuff might not be but on the other hand it'd be cute to ...
- Thu Oct 30, 2025 5:13 am
- Forum: Scripting
- Topic: ZScript: Make monster give item to player. [UNRESOLVED/WIP]
- Replies: 3
- Views: 88
Re: ZScript: Make monster give item to player. [UNRESOLVE/WIP]
There is a function GiveInventoryType that you can call for an actor or player unless you mean something like the Animal Crossing mod where she throws stuff at you in that case you can look at other stuff. I suggest rather than ask everything in here though that you look over the ZDoom wiki and ...
- Tue Oct 28, 2025 10:48 am
- Forum: Scripting
- Topic: HEXEN HELP: CUSTOM MONSTER WEAK [RESOLVED]
- Replies: 6
- Views: 131
Re: HEXEN HELP: CUSTOM MONSTER WEAK [UNRESOLVED/WIP]
My bad. Apparently enemies (and Daisy) take 1 million damage from any fall of sufficient velocity, which bypasses invulnerability and DamageFactor, normally. Thankfully there's the +LAXTELEFRAGDMG flag which will at least make such high damage consider DamageFactor so, yeah set that and it should ...
- Tue Oct 28, 2025 6:17 am
- Forum: Scripting
- Topic: HEXEN HELP: CUSTOM MONSTER WEAK [RESOLVED]
- Replies: 6
- Views: 131
Re: HEXEN HELP: CUSTOM MONSTER WEAK [UNRESOLVED/WIP]
SelfDamageFactor 0 is the property you want for that. There's also the actor flag +NORADIUSDMG as used on the Cyberdemon so it doesn't hurt itself, but that'll also apply to enemy splash damage so you probably don't want that. Also, in my experience enemies in Hexen don't take fall damage but they ...
- Tue Oct 28, 2025 5:30 am
- Forum: Scripting
- Topic: HEXEN HELP: CUSTOM MONSTER WEAK [RESOLVED]
- Replies: 6
- Views: 131
Re: HEXEN HELP: CUSTOM MONSTER WEAK [UNRESOLVED/WIP]
Falling damage "off" in gameplay options just seems to disable forcing it to a particular type, a game will still use its appropriate style. What you can do is change the "Falling" damagefactor to 0. Apparently god mode does protect from falls too but 2 tics probably isn't long enough for longer ...
- Thu Oct 23, 2025 2:25 am
- Forum: Assets (and other stuff)
- Topic: Where are VOICES.wad lumps defined as sounds?
- Replies: 4
- Views: 114
Re: Where are VOICES.wad lumps defined as sounds?
Registering all the Strife voices looks to be a hard-coded special case in GZDoom, check src/sound/s_advsound.cpp and find the function S_AddStrifeVoice. It's just concatenating the lump name onto "svox/" very simple. Strife's generally a bit nasty about special cases, see also the MAP14 computer ...