Search found 27 matches
- Tue Mar 18, 2025 6:05 am
- Forum: Bugs [GZDoom]
- Topic: Teleport Doesn't Randomly Choose Destinations with Same TID
- Replies: 2
- Views: 223
Teleport Doesn't Randomly Choose Destinations with Same TID
So I was testing out some simple teleporter varieties as an example for someone, and I found a discrepancy between how GZDoom currently handles the Teleport (70) line special compared to vanilla (I used Chocolate Hexen for vanilla testing so it SHOULD be accurate). In CH, when the teleport special ...
- Mon Mar 03, 2025 12:12 am
- Forum: Scripting
- Topic: Best Way to Make a Patch that Changes Actor Angles in Vanilla Hexen maps?
- Replies: 1
- Views: 918
Best Way to Make a Patch that Changes Actor Angles in Vanilla Hexen maps?
I've been working on voxel models for Hexen props, and would like to know what the best way to create a patch that I could distribute with it that would allow me to change the default angles of certain props since a lot of them now have clear fronts and backs. As far as I know no one else has made a ...
- Wed Jul 05, 2023 3:51 am
- Forum: Bugs [GZDoom]
- Topic: Static Portals Break Polyobject Portals.
- Replies: 1
- Views: 1197
Re: Static Portals Break Polyobject Portals.
I did some further testing and it appears interactive sector portals also break polyobject portals as well.
- Sat Jun 10, 2023 11:12 pm
- Forum: Bugs [GZDoom]
- Topic: Static Portals Break Polyobject Portals.
- Replies: 1
- Views: 1197
Static Portals Break Polyobject Portals.
Basically, if you have any static portals on a map connected to sectors with a polyobject with portals on it, they'll stop any portals on the polyobject from teleporting things. "Visual+teleporter" or "interactive" portal lines on a polyobject will no longer teleport objects crossing through the ...
- Sat Dec 17, 2022 7:05 pm
- Forum: Mapping
- Topic: Need help with a Strange Portal Issue
- Replies: 1
- Views: 783
Re: Need help with a Strange Portal Issue
I've done some more testing, and it looks like it is somehow related to the size of the map, as I pasted another setup that didn't work in the main map, but worked once it was pasted into a smaller test map.
- Wed Nov 23, 2022 9:26 pm
- Forum: Gameplay Mods
- Topic: Hexen Shielded Enemies Fix Plugin
- Replies: 2
- Views: 1546
Re: Hexen Shielded Enemies Fix Plugin
Very cool! I'm going to add this to my next map if that's ok! Credited of course. 

- Sat Apr 02, 2022 6:56 am
- Forum: Scripting
- Topic: (solved) projectile motion formula in zcript
- Replies: 6
- Views: 899
Re: (solved) projectile motion formula in zcript
Hey, thanks for this equation! I'm trying to convert your solution into ACS for my map, and I've got it working, but I can't get it to work if the target changes position vertically. What am I missing here? I really suck at math, and after hours of fiddling with it, my brain is fried at this point ...
- Fri Apr 01, 2022 11:57 pm
- Forum: Gameplay Mods
- Topic: Imps throwing balls in arcs
- Replies: 3
- Views: 1278
Re: Imps throwing balls in arcs
Would this be possible to do in ACS? I'm trying to create a similar attack for a trap, but it also needs to shoot upwards first more, like artillery almost.
- Tue Sep 14, 2021 11:34 pm
- Forum: Mapping
- Topic: Need help with a Strange Portal Issue
- Replies: 1
- Views: 783
Need help with a Strange Portal Issue
I made a moving polyobject with portals on its sides to act like a train, and it works perfectly in my test map, but when I moved it over to the main map, whenever I cross over the line into the train from the outside, the sectors inside the portals seem to just...disappear. There's no vertical ...
- Thu Jul 29, 2021 4:00 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Polyobject Flat Rendering
- Replies: 17
- Views: 6194
Re: Polyobject Flat Rendering
I see, thanks for the insight!
Didn't mean to come across as pestering, so if I did, I apologize.
Didn't mean to come across as pestering, so if I did, I apologize.

- Wed Jul 28, 2021 11:22 am
- Forum: Graphic/Audio Patches
- Topic: Hexen HD 2020 (Release)
- Replies: 60
- Views: 35145
Re: Hexen HD 2020 (Release)
Just did a Mage playthrough with it, was a lot of fun!eharper256 wrote:Its nice to know I have a few secret fans of Walp lurking around given the responses in this topic (haha).
Though I did feel a bit overpowered in the vanilla maps haha.
- Fri Jul 23, 2021 4:49 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Polyobject Flat Rendering
- Replies: 17
- Views: 6194
Re: Polyobject Flat Rendering
Ugh, I could really use that in my current map...
- Tue Jul 20, 2021 11:16 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Polyobject Flat Rendering
- Replies: 17
- Views: 6194
Re: Polyobject Flat Rendering
Yeah, having it carry objects objects when moving horizontally would have to be addressed as well, looks like the k8vavoom specs do allow for that, as well as rotational movement.
- Tue Jul 20, 2021 8:30 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Polyobject Flat Rendering
- Replies: 17
- Views: 6194
Re: Polyobject Flat Rendering
Combined with some other tricks, and we can have convincing platforms/trapdoors/etc. that can move horizontally and vertically, without need to rely on other hacky methods to mask the lack of them. Well, its already can be "done" with Model + Any invisible actor with colision + ActorMover. This is ...
- Tue Jul 20, 2021 7:41 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Polyobject Flat Rendering
- Replies: 17
- Views: 6194
Re: Polyobject Flat Rendering
What would the immediate benefit be for GZ? The immediate benefit is we'd have polyobjects with visible tops and bottoms, instead of hollow, see-through ones. Combined with some other tricks, and we can have convincing platforms/trapdoors/etc. that can move horizontally and vertically, without need ...